2015-09-02 03:44:16 +03:00
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#version 100
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precision mediump float;
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2016-05-18 13:04:27 +03:00
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// Input vertex attributes (from vertex shader)
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2015-09-02 03:44:16 +03:00
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varying vec2 fragTexCoord;
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2016-05-18 13:04:27 +03:00
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varying vec4 fragColor;
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2015-09-02 03:44:16 +03:00
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2016-05-18 13:04:27 +03:00
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// Input uniform values
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2015-09-02 03:44:16 +03:00
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uniform sampler2D texture0;
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2016-07-19 11:57:35 +03:00
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uniform vec4 colDiffuse;
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2015-09-02 03:44:16 +03:00
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// NOTE: Add here your custom variables
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float gamma = 0.6;
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float numColors = 8.0;
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void main()
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{
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vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
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color = pow(color, vec3(gamma, gamma, gamma));
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color = color*numColors;
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color = floor(color);
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color = color/numColors;
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color = pow(color, vec3(1.0/gamma));
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gl_FragColor = vec4(color, 1.0);
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}
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