void main() { vec2 uv = TexCoord; vec3 col = texture(InputTexture,uv).rgb; float p = distance(uv,vec2(.5))/sqrt(2.); for ( float i=0.; i<4.; i+=1. ) { vec2 suv = fract((.5-uv)*(1.-i*p*p)+.5); col += texture(InputTexture,suv).rgb*pow(p,2.)*vec3(.6,.8,1.3); } FragColor = vec4(col,1.0); }