vec2 ruv = 2.0*st - 1.0;
vec2 st = vec2(ruv.x, - ruv.y);
st *= vec2(resolution.x / resolution.y, 1.0);
float ratio = 0.5 * resolution.y/resolution.x;
//渐晕效应,使得边缘区域覆盖了厚重的颜色块
irgb.rgb -= irgb.rgb * ratio * dot(st, st);
vec2 ruv = 2.0*st - 1.0;
vec2 st = vec2(ruv.x, - ruv.y);
st *= vec2(resolution.x / resolution.y, 1.0);
float ratio = 0.5 * resolution.y/resolution.x;
//渐晕效应,使得边缘区域覆盖了厚重的颜色块
irgb.rgb -= irgb.rgb * ratio * dot(st, st);