#define HIGHP #define QUANT 0.3 uniform sampler2D u_texture; varying vec4 v_color; varying vec2 v_texCoords; void main(){ vec4 color = texture2D(u_texture, v_texCoords.xy); gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0 - floor(color.r / QUANT) * QUANT); }