10 PRINT CHR$(205.5+RND(1))

This piece was written exclusively so I can test the uniforms I'm implementing on XYZ Shader Editor.

Created by marcogomez on Fri, 22 Oct 2021 11:34:30 GMT.


#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;

uniform sampler2D prgm3Texture;
uniform vec2 resolution;

out vec4 fragColor;

void main(void) {
  vec2 uv = gl_FragCoord.xy / resolution.xy;
  vec4 tex = texture(prgm3Texture, uv);
  fragColor = tex;
}

#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;

uniform sampler2D textTexture;
uniform vec4 date;
uniform vec2 resolution;
uniform float framerate;
uniform int frame;
uniform float time;
uniform float deltatime;
uniform vec2 mouselerp;
uniform vec2 mouse;
uniform float fft; //          The average of all 512 values

/*
uniform float fftLow; //       The average of the first (lower) third of the fft values Array
uniform float fftMid; //       The average of the second (mid) third of the fft values Array
uniform float fftHigh; //      The average of the third (high) third of the fft values Array
uniform float fftLowerHalf; // The average of the lower half of the fft values Array
uniform float fftUpperHalf; // The average of the upper half of the fft values Array
*/

uniform float fftNormalized;

/*
uniform float fftLowNormalized;
uniform float fftMidNormalized;
uniform float fftHighNormalized;
uniform float fftLowerHalfNormalized;
uniform float fftUpperHalfNormalized;
*/

out vec4 fragColor;

const float PI = acos(-1.0);
const int _ = 32;

/*
const int _EQ     = 61, _GT    = 62, _QUEST = 63, _AT       = 64;
const int _EXCL   = 33, _QUOTE = 34, _SHARP = 35, _DOLLAR   = 36, _PERCENT   = 37, _AMPER = 38;
*/

const int _SQUOTE = 39, _LPAR  = 40, _RPAR  = 41, _ASTERISK = 42, _PLUS      = 43, _COMMA = 44;
const int _MINUS  = 45, _DOT   = 46, _SLASH = 47, _COLON    = 58, _SEMICOLON = 59, _LT    = 60;

const int _0 =  48, _1 =  49, _2 =  50, _3 =  51, _4 =  52, _5 =  53, _6 =  54, _7 =  55, _8 =  56, _9 =  57;
const int _A =  65, _B =  66, _C =  67, _D =  68, _E =  69, _F =  70, _G =  71, _H =  72, _I =  73;
const int _J =  74, _K =  75, _L =  76, _M =  77, _N =  78, _O =  79, _P =  80, _Q =  81, _R =  82;
const int _S =  83, _T =  84, _U =  85, _V =  86, _W =  87, _X =  88, _Y =  89, _Z =  90;
const int _a =  97, _b =  98, _c =  99, _d = 100, _e = 101, _f = 102, _g = 103, _h = 104, _i = 105;
const int _j = 106, _k = 107, _l = 108, _m = 109, _n = 110, _o = 111, _p = 112, _q = 113, _r = 114;
const int _s = 115, _t = 116, _u = 117, _v = 118, _w = 119, _x = 120, _y = 121, _z = 122;

/*
const int _alpha  = 128, _beta  = 129, _gamma = 130, _delta  = 131, _epsilon = 132, _theta = 133;
const int _lambda = 134, _mu    = 135, _xi    = 136, _pi     = 137, _rho     = 138, _sigma = 139;
const int _tau    = 140, _phi   = 141, _psi   = 142, _omega  = 143;
const int _GAMMA  = 144, _DELTA = 145, _THETA = 146, _LAMBDA = 147, _PI      = 148, _SIGMA = 149;
const int _PHI    = 150, _PSI   = 151, _OMEGA = 152;
*/

const int[] wX             =                                             int[](_x);
const int[] wXSpace        =                                         int[](_,_x,_);
const int[] wSlash         =                                         int[](_SLASH);
const int[] wColon         =                                         int[](_COLON);
const int[] wFPS           =                                     int[](_,_f,_p,_s);
const int[] wSysTime       = int[](_,_,_,_s,_y,_s,_t,_e,_m,_,_t,_i,_m,_e,_COLON,_);
const int[] wDate          =       int[](_,_,_,_,_,_,_,_,_,_,_d,_a,_t,_e,_COLON,_);
const int[] wResolution    = int[](_,_,_,_,_r,_e,_s,_o,_l,_u,_t,_i,_o,_n,_COLON,_);
const int[] wFrameRate     =  int[](_,_,_,_,_,_f,_r,_a,_m,_e,_r,_a,_t,_e,_COLON,_);
const int[] wFrame         =      int[](_,_,_,_,_,_,_,_,_,_f,_r,_a,_m,_e,_COLON,_);
const int[] wTime          =       int[](_,_,_,_,_,_,_,_,_,_,_t,_i,_m,_e,_COLON,_);
const int[] wDeltaTime     =  int[](_,_,_,_,_,_d,_e,_l,_t,_a,_t,_i,_m,_e,_COLON,_);
const int[] wMouseLerp     =  int[](_,_,_,_,_,_m,_o,_u,_s,_e,_l,_e,_r,_p,_COLON,_);
const int[] wMouse         =      int[](_,_,_,_,_,_,_,_,_,_m,_o,_u,_s,_e,_COLON,_);
const int[] wFFT           =           int[](_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_f,_f,_t,_COLON,_);
const int[] wFFTNormalized = int[](_,_,_,_,_,_,_,_,_,_,_,_f,_f,_t,_N,_o,_r,_m,_a,_l,_i,_z,_e,_d,_COLON,_);

#define R resolution

uint hash(uint x) {
  x += (x << 10u);
  x ^= (x >>  6u);
  x += (x <<  3u);
  x ^= (x >> 11u);
  x += (x << 15u);
  return x;
}

uint hash(uvec2 v) { return hash(v.x ^ hash(v.y)                        ); }
uint hash(uvec3 v) { return hash(v.x ^ hash(v.y) ^ hash(v.z)            ); }
uint hash(uvec4 v) { return hash(v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w)); }

float floatConstruct(uint m) {
  const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask
  const uint ieeeOne      = 0x3F800000u; // 1.0 in IEEE binary32
  m &= ieeeMantissa;                     // Keep only mantissa bits (fractional part)
  m |= ieeeOne;                          // Add fractional part to 1.0
  float  f = uintBitsToFloat(m);         // Range [1:2]
  return f - 1.0;                        // Range [0:1]
}

float random(float x) { return floatConstruct(hash(floatBitsToUint(x))); }
float random(vec2  v) { return floatConstruct(hash(floatBitsToUint(v))); }
float random(vec3  v) { return floatConstruct(hash(floatBitsToUint(v))); }
float random(vec4  v) { return floatConstruct(hash(floatBitsToUint(v))); }

int powInt(int a, int b) {
  int r = 1;
  for (int i = 0; i++ < b; r *= a);
  return r;
}

int intLog(int x, int base) {
  if (x < 1) { return 0; }
  int res = 0;
  for(;x >= base; res++) { x /= base; }
  return res;
}

float periodicDirac(float x, float period, float s) {
  return pow(abs(cos(x * (PI / period))), s);
}

struct PrintPosition { vec2 uv, pos, resolution; float scale; };
struct PrintStyle{ vec3 charColor, outlineColor; float outlineSize; };

PrintStyle NewPrintStyle(vec3 col1, vec3 col2, float w) { return PrintStyle(col1, col2, w); }
PrintStyle NewPrintStyle(vec3 col1, vec3 col2) { return PrintStyle(col1, col2, 0.05); }
PrintStyle NewPrintStyle(vec3 col) { return PrintStyle(col, col, 0.0); }

#define nextLine(p) p.pos.y -= scale * 1.5, p = PrintPosition((gl_FragCoord.xy - p.pos * resolution.xy) / (p.scale * resolution.x), p.pos, resolution.xy, p.scale);

void writeChar(int char, PrintStyle style, float w, float xOffset,  inout PrintPosition p, inout vec3 color) {
  vec2 uv = p.uv; uv.x += xOffset;
  float outlineSize = style.outlineSize;
  if (uv.x > 0.0 && uv.x < w && uv.y > 0.0 && uv.y < 1.0) {
    vec4 t = texture(textTexture, (uv + vec2(char % 16, 15 - char / 16)) / 16.0);
    color = mix(color, style.outlineColor, smoothstep(0.0, -1.0 / p.resolution.y, t.a - outlineSize - 0.5));
    color = mix(color, style.charColor, t.r);
  }
  uv.x -= w; p.uv = uv;
}

float defaultChW = 0.8,
defaultChOff = 0.3;

void writeStandardChar(int char, PrintStyle style, inout PrintPosition p, inout vec3 color) {
  writeChar(char, style, defaultChW, defaultChOff, p, color);
}

#define writeText(text, style, p, color) {\
  int chars_per_line = int((1.0 - p.pos.x) / (p.scale * (defaultChW - defaultChOff)));\
  for (int i = 0; i < text.length(); i++) {\
    writeStandardChar(text[i], style, p, color);\
    if ((i + 1) % chars_per_line == 0) { nextLine(p); }\
  }\
}

#define writeWord(word, style, p, color)\
  for (int i = 0; i < word.length(); i++)\
    writeStandardChar(word[i], style, p, color);

void writeNumber(float number, int minIntDigits, int decDigits, PrintStyle style, inout PrintPosition p, inout vec3 color) {
  if (isnan(number)) {
    PrintStyle NaN_style = PrintStyle(vec3(0.0), vec3(1.0, 0.0, 0.0), 0.05);
    writeWord(int[](_N,_a,_N), NaN_style, p, color);
  } else if (isinf(number)) {
    PrintStyle Inf_style = PrintStyle(vec3(0.0), vec3(0.0, 0.5, 1.0), 0.05);
    writeWord(int[](_I,_n,_f), Inf_style, p, color);
  } else {
    if (number < -0.001 && number != 0.0) {
      writeStandardChar(_MINUS, style, p, color);
    }
    float decimal_digits_factor = float(powInt(10, decDigits));
    int rounded_number = int(round(abs(number) * decimal_digits_factor));
    int int_part = rounded_number / int(decimal_digits_factor);
    int int_digits = 1 + intLog(int_part, 10);
    for (int i = 0; i++ < minIntDigits - int_digits;) {
      writeStandardChar(_0, style, p, color);
    }
    int digits = int_digits + decDigits;
    for (int x = powInt(10, digits); digits > 0; digits--) {
      if (digits == decDigits) {
        writeChar(_DOT, style, 0.65, 0.45, p, color);
      }
      writeStandardChar(_0 + rounded_number / (x /= 10), style, p, color);
      rounded_number %= x;
    }
  }
}

void writeNumber(int number, int minIntDigits, PrintStyle style, inout PrintPosition p, inout vec3 color) {
  writeNumber(float(number), minIntDigits, 0, style, p, color);
}

#define WriteChar(char, style) writeStandardChar(char, style, p, color)
#define WriteText(text, style) writeText(text, style, p, color)
#define WW(word, style) writeWord(word, style, p, color)
#define WN(number, minIntDigits, decDigits, style) writeNumber(number, minIntDigits, decDigits, style, p, color)

float truchet(vec2 uv) {
  uv *= vec2(5.0 / 3.0, 1.0);
  uv *= 24.0;
  uv.y -= floor(time * 1.755);
  vec2 gv = fract(uv) - 0.5;
  vec2 id = floor(uv);
  float width = 0.15;
  float r = random(id);
  if (r < 0.5) { gv.x *= -1.0; }
  float mask = smoothstep(0.01, -0.01, abs(gv.x + gv.y) - width);
  return mask;
}

float sdBox(vec2 p, vec2 b) {
  vec2 d = abs(p) - b;
  return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
}

void main(void) {
  float t = time * 1e3;
  vec2 uv = gl_FragCoord.xy / resolution.xy;
  float px = 1.0 / resolution.x;
  const vec4 rates = vec4(240.0, 144.0, 120.0, 60.0);
  vec4 d = abs(rates - framerate);
  float refresh = (
    (d.x < d.y && d.x < d.z && d.x < d.w)
      ? rates.x
      : (d.y < d.z && d.y < d.w)
        ? rates.y
        : (d.z < d.w)
          ? rates.z
          : rates.w
  );
  float trp = truchet(uv) * 0.6;
  vec3 rp = vec3(gl_FragCoord.xy, t);
  float rnd = random(rp);
  vec3 color = vec3(0.0);
  if (uv.x < 0.5) {
    color = clamp((vec3(rnd * uv.x) * 0.4) + mix(trp, trp * rnd, 0.1), 0.0, 1.0) * 0.9;
  } else if (uv.x > 0.499 && uv.x < 0.501) {
    color = vec3(0.5);
  } else if (uv.x > 0.501 && uv.y < 10.0 / resolution.y) {
    color = vec3(0.1) * rnd;
    color += (
      1.0 - smoothstep(
        px,
        0.0,
        sdBox(
          uv - vec2(0.0, 0.01),
          vec2(refresh * (deltatime / 2000.0) + 0.25, 0.01)
        )
      )
    );
  }
  PrintPosition p;
  vec2 pos = vec2(320.0, 335.0) / vec2(640.0, 360.0);
  float scale = 1.0 / 35.0;
  p = PrintPosition((gl_FragCoord.xy - pos * resolution.xy) / (scale * resolution.x), pos, resolution.xy, scale);
  PrintStyle wt = NewPrintStyle(vec3(1.0), vec3(0.0));

  float h = floor(date.w / 3600.0);
  float m = mod(floor(date.w / 60.0), 60.0);
  float s = mod(date.w, 60.0);
  WW(wSysTime, wt);
  WN(h, 2, 0, wt); WW(wColon, wt);
  WN(m, 2, 0, wt); WW(wColon, wt);
  WN(s, 2, 2, wt);
  nextLine(p); nextLine(p);

  WW(wDate, wt);
  WN(date.x, 4, 0, wt); WW(wSlash, wt);
  WN(date.y, 2, 0, wt); WW(wSlash, wt);
  WN(date.z, 2, 0, wt); WW(wColon, wt);
  WN(date.w, 5, 2, wt);
  nextLine(p);

  WW(wResolution, wt);
  WN(resolution.x, 2, 0, wt); WW(wX, wt); WN(resolution.y, 2, 0, wt); nextLine(p);

  WW(wFrameRate, wt); WN(framerate, 3, 2, wt); nextLine(p);
  WW(wFrame, wt); WN(float(frame), 1, 0, wt); nextLine(p);
  WW(wTime, wt); WN(time, 1, 2, wt); nextLine(p);
  WW(wDeltaTime, wt); WN(deltatime, 1, 2, wt); nextLine(p);

  nextLine(p);
  WW(wMouseLerp, wt); WN(mouselerp.x, 1, 2, wt); WW(wXSpace, wt); WN(mouselerp.y, 1, 2, wt); nextLine(p);
  WW(wMouse, wt); WN(mouse.x, 1, 2, wt); WW(wXSpace, wt); WN(mouse.y, 1, 2, wt); nextLine(p);

  nextLine(p);
  WW(wFFT, wt); WN(fft, 1, 2, wt); nextLine(p);
  WW(wFFTNormalized, wt); WN(fftNormalized, 1, 2, wt); nextLine(p);

  pos = vec2(477.0, 10.0) / vec2(640.0, 360.0);
  p = PrintPosition((gl_FragCoord.xy - pos * resolution.xy) / (scale * resolution.x), pos, resolution.xy, scale);
  WW(int[](19,_), wt);
  WN(refresh, 3, 0, wt);
  WW(wFPS, wt);

  fragColor = vec4(vec3(0.0, color.x, 0.0), 1.0);
}

#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;

uniform sampler2D prgm1Texture;
uniform vec2 resolution;
uniform vec2 mouselerp;
uniform float time;

out vec4 fragColor;

#define textureInput prgm1Texture
#define ss smoothstep

const float PI = acos(-1.0);
const float TAU = PI * 2.0;
const vec2 hashv2 = vec2(12.9898, 78.233);
const float hashS = 43758.5453123;
const int blurIter = 8;
const float blurSize = 0.07;
const float width = 0.49;
const float height = 0.3;

float gaussian(float z, float u, float o) {
  return (
    (1.0 / (o * sqrt(TAU))) *
    (exp(-(((z - u) * (z - u)) / (2.0 * (o * o)))))
  );
}

vec3 gaussgrain(float t) {
  vec2 ps = vec2(1.0) / resolution.xy;
  vec2 uv = gl_FragCoord.xy * ps;
  float seed = dot(uv, hashv2);
  float noise = fract(sin(seed) * hashS + t);
  noise = gaussian(noise, 0.0, 0.5);
  return vec3(noise);
}

float rand(vec2 co) {
  return fract(sin(dot(co.xy, hashv2)) * hashS);
}

vec2 CurvedSurface(vec2 uv, float r) {
  return r * uv / sqrt(r * r - dot(uv, uv));
}

vec2 crtCurve(vec2 uv, float r, bool content) {
  uv = CurvedSurface(uv, 1.5);
  if (content) { uv *= 0.5 / vec2(width, height); }
  uv.x -= mouselerp.x * 0.125;
  return uv;
}

float roundSquare(vec2 p, vec2 b, float r) {
  return length(max(abs(p) - b, 0.0)) - r;
}

float rs(vec2 uv, float r) {
  return roundSquare(uv, vec2(width, height) + r, 0.05);
}

vec2 borderReflect(vec2 p, float r) {
  float eps = 0.0001;
  vec2 epsx = vec2(eps, 0.0);
  vec2 epsy = vec2(0.0, eps);
  vec2 b = (1.0 + vec2(r, r)) * 0.5;
  r /= 3.0;
  p -= 0.5;
  vec2 normal = vec2(
    roundSquare(p - epsx, b, r) - roundSquare(p + epsx, b, r),
    roundSquare(p - epsy, b, r) - roundSquare(p + epsy, b, r)
  ) / eps;
  float d = roundSquare(p, b, r);
  p += 0.5;
  return p + d * normal;
}

vec2 normalizeAndFix() {
  vec2 uv = (gl_FragCoord.xy / resolution.xy) * 2.0 - 1.0;
  float targetAR = 16.0 / 9.0;
  float ar = resolution.x / resolution.y;
  uv.x *= ar;
  uv *= (
    ar < targetAR &&
    resolution.x < 800.0 &&
    resolution.x < resolution.y
  ) ? 1.1 : 0.55;
  return uv;
}

void main(void) {
  float s = 0.0021;
  vec4 color = vec4(0.02, 0.02, 0.03, 0.0);
  const vec4 multColor = vec4(0.21);
  const float ambient = 0.12;
  vec4 bezel = vec4(0.5);
  vec2 uv = normalizeAndFix();
  vec2 suv = gl_FragCoord.xy / resolution.xy;
  float gs = 1.0;
  float grid = (
    (mod(floor((suv.x) * resolution.x / gs), 2.0) == 0.0 ? 1.0 : 0.0) *
    (mod(floor((suv.y) * resolution.y / gs), 2.0) == 0.0 ? 1.0 : 0.0)
  );
  vec2 uvC = crtCurve(uv, 1., true) + 0.5;
  vec2 uvS = crtCurve(uv, 1., false);
  vec2 uvE = crtCurve(uv, 1.25, false);
  color += (max(0.0, ambient - 0.25 * distance(uvS, vec2(0.0))) * ss(s, -s, rs(uvS, 0.0)));
  color += (bezel * ambient * 0.7 * ss(-s, s, rs(uvS, 0.0)) * ss(s, -s, rs(uvE, 0.05)));
  color -= (bezel * ss(-s * 2.0, s * 10.0, rs(uvE, 0.05)) * ss(s * 2.0, -s * 2.0, rs(uvE, 0.05)));
  color += (bezel * ambient * ss(-s, s, rs(uvE, 0.05)) * ss(s, -s, rs(uvE, 0.15)));
  for (int i = 0; i < blurIter; i++) {
    vec2 uvR = borderReflect(uvC + (vec2(rand(uvC + float(i)), rand(uvC + float(i) + 0.1)) - 0.5) * blurSize, 0.05);
    color += (
      (multColor - bezel * ambient) *
      texture(textureInput, uvR) / float(blurIter) *
      ss(-s, s, rs(uvS, 0.0)) *
      ss(s, -s, rs(uvE, 0.05))
    );
  }
  vec4 prgmMipMaps = texture(textureInput, uvC, 3.0) + texture(textureInput, uvC, 4.0) + texture(textureInput, uvC, 5.0);
  color += (prgmMipMaps * ss(0.0, -s * 20.0, rs(uvS, -0.05)) * 0.5);
  color += (
    max(0.0, (1.0 - 2.0 * gl_FragCoord.y / resolution.y)) * vec4(0.1, 0.1, 0.1, 0.0) *
    ss(-0.3, 0.3, roundSquare(uvC - vec2(0.5, 0.0), vec2(width + 0.2, height), 0.1)) *
    ss(-s * 2.0, s * 2.0, roundSquare(uvE, vec2(width, height) + 0.15, 0.05))
  ) * 1.5;
  if (
    uvC.x > 0.0 &&
    uvC.x < 1.0 &&
    uvC.y > 0.0 &&
    uvC.y < 1.0
  ) {
    color += texture(textureInput, uvC);
    color = mix(color, color * grid, 0.25);
  }
  vec3 g = gaussgrain(time) * 0.015;
  color.xyz += g;
  fragColor = color;
  fragColor.a = 1.0;
}

#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;

uniform sampler2D prgm2Texture;
uniform vec2 resolution;
uniform float time;
uniform float fft;

out vec4 fragColor;

#define textureInput prgm2Texture

const float reinhardAmount = 0.7;
const float contrast = 1.0;
const float brightness = 2.5;
const float amount = 1.0;
const float saturation = 0.8;
const vec2 vignetteSize = vec2(0.25, 0.25);
const float vignetteRoundness = 0.12;
const float vignetteMix = 0.4;
const float vignetteSmoothness = 0.42;
const float W = 1.2;
const float T = 7.5;

float filmicReinhardCurve(float x) {
  float q = (T * T + 1.0) * x * x;
  return q / (q + x + T * T);
}

vec3 filmicReinhard(vec3 c) {
  float w = filmicReinhardCurve(W);
  return vec3(
    filmicReinhardCurve(c.r),
    filmicReinhardCurve(c.g),
    filmicReinhardCurve(c.b)
  ) / w;
}

vec3 contrastSaturationBrightness(vec3 color, float brt, float sat, float con) {
  const float AvgLumR = 0.5;
  const float AvgLumG = 0.5;
  const float AvgLumB = 0.5;
  const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
  vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
  vec3 brtColor = color * brt;
  vec3 intensity = vec3(dot(brtColor, LumCoeff));
  vec3 satColor = mix(intensity, brtColor, sat);
  vec3 conColor = mix(AvgLumin, satColor, con);
  return conColor;
}

float sdSquare(vec2 point, float width) {
  vec2 d = abs(point) - width;
  return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
}

float vignette(vec2 uv, vec2 size, float roundness, float smoothness) {
  uv -= 0.5;
  float minWidth = min(size.x, size.y);
  uv.x = sign(uv.x) * clamp(abs(uv.x) - abs(minWidth - size.x), 0.0, 1.0);
  uv.y = sign(uv.y) * clamp(abs(uv.y) - abs(minWidth - size.y), 0.0, 1.0);
  float boxSize = minWidth * (1.0 - roundness);
  float dist = sdSquare(uv, boxSize) - (minWidth * roundness);
  return 1.0 - smoothstep(0.0, smoothness, dist);
}

void main(void) {
  vec2 uv = gl_FragCoord.xy / resolution.xy;
  vec4 tex = texture(textureInput, uv);
  vec3 reinhard = filmicReinhard(tex.rgb);
  vec3 color = tex.rgb;
  color = mix(tex.rgb, reinhard, reinhardAmount);
  color = contrastSaturationBrightness(color, brightness, saturation, contrast);
  float v = vignette(uv, vignetteSize, vignetteRoundness, vignetteSmoothness);
  vec3 vig = color * v;
  color = mix(color, vig, vignetteMix);
  color = mix(tex.xyz, color, amount);
  color = clamp(color, 0.0, 1.0);
  fragColor = vec4(color, 1.0);
}