Implemented full-screen fade post-fx
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@@ -34,10 +34,14 @@
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varying mediump vec2 textureCoordinate;
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precision lowp float;
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#if ENABLE_VIDEO_BG == 0
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#if ENABLE_VIDEO_BG == 1
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uniform lowp sampler2D videoFrame;
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#endif
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#if ENABLE_FADE_COLOR == 1
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uniform lowp vec4 fade_color;
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#endif
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uniform lowp sampler2D renderFrame;
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uniform lowp sampler2D depthFrame;
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@@ -171,11 +175,15 @@ void main()
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// Render vignette effect
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#if ENABLE_VIGNETTE
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#if ENABLE_VIGNETTE == 1
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pixelColor *= vec4(vec3(clamp(1.0 - (distance(textureCoordinate, vec2(0.5, 0.5)) - VIGNETTE_RADIUS) / VIGNETTE_FALLOFF, 0.0, 1.0)), 1.0);
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#endif
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// ---- VIGNETTE END ----
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#if ENABLE_FADE_COLOR == 1
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pixelColor.rgb = mix(pixelColor.rgb, fade_color.rgb, fade_color.a);
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#endif
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gl_FragColor = pixelColor;
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