uniform sampler2D frameTexture; uniform vec2 frameResolution; void main() { vec2 pixelCoords = (vUvs - 0.5) * resolution; float curTime = time*TIME_SPEED + TIME_OFFSET; vec4 colour = texture(frameTexture, vUvs); #ifdef USE_OKLAB colour.xyz = oklabToRGB(colour.xyz); #endif // Vignette colour.xyz *= vignette(vUvs); colour.xyz = pow(saturate3(colour.xyz), vec3(1.0 / 2.2)); gl_FragColor = vec4(colour.xyz, 1.0); }