uniform sampler2D inputImageTexture2; //map uniform sampler2D inputImageTexture3; //vignette_map_plus_darker vec4 filter(vec4 color) { vec3 texel = color.rgb; vec2 tc = (2.0 * texCoord) - 1.0; float d = dot(tc, tc); vec2 lookup; vec3 sampled; lookup.y = .5; lookup.x = texel.r; sampled.r = texture2D(inputImageTexture3, lookup).r; lookup.x = texel.g; sampled.g = texture2D(inputImageTexture3, lookup).g; lookup.x = texel.b; sampled.b = texture2D(inputImageTexture3, lookup).b; float value = smoothstep(0.0, 1.25, pow(d, 1.35)/1.65); texel = mix(texel, sampled, value); texel = vec3( texture2D(inputImageTexture2, vec2(texel.r, 0.5)).r, texture2D(inputImageTexture2, vec2(texel.g, 0.5)).g, texture2D(inputImageTexture2, vec2(texel.b, 0.5)).b); return vec4(texel, 1.0); }