#version 100 uniform sampler2D sampler0; uniform float fraction; uniform float height; const float c = -0.2; const float border_max_height = 60.0; mat4 contrast = mat4 (1.0 + c, 0.0, 0.0, 0.0, 0.0, 1.0 + c, 0.0, 0.0, 0.0, 0.0, 1.0 + c, 0.0, 0.0, 0.0, 0.0, 1.0); vec4 off = vec4(0.633, 0.633, 0.633, 0); void main() { vec4 color = texture2D(sampler0, gl_TexCoord[0].st); float y = height * gl_TexCoord[0][1]; // To reduce contrast, blend with a mid gray gl_FragColor = color * contrast - off * c; // We only fully dim at a distance of BORDER_MAX_HEIGHT from the edge and // when the fraction is 1.0. For other locations and fractions we linearly // interpolate back to the original undimmed color. gl_FragColor = color + (gl_FragColor - color) * min(y / border_max_height, 1.0); gl_FragColor = color + (gl_FragColor - color) * fraction; }