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13 lines
296 B
GLSL
13 lines
296 B
GLSL
#define HIGHP
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#define QUANT 0.3
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uniform sampler2D u_texture;
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varying vec4 v_color;
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varying vec2 v_texCoords;
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void main(){
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vec4 color = texture2D(u_texture, v_texCoords.xy);
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gl_FragColor = vec4(1.0, 1.0, 1.0, (1.0 - floor(color.r / QUANT) * QUANT) * (step(color.r, 0.99))) * v_color;
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}
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