A simple example of vignetting in GLSL
#define INTENSITY 0.5
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord.xy/iResolution.xy;
// Vignetting algorithm
vec2 center = uv * 2.0 - 1.0;
center = center - vec2(0.05, -0.1);
vec2 dist = abs(center - (center/vec2(2.0, 2.0)));
vec4 vignetting = vec4(dot(dist, dist)*INTENSITY);
// Output to screen
fragColor = texture(iChannel0, uv) - vignetting;
}
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