#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(1.0, 1.0, 1.0, (1.0 - floor(color.r / QUANT) * QUANT) * (step(color.r, 0.99))) * v_color; }