raylib/shaders/glsl330/posterization.fs

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#version 330
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// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
float gamma = 0.6;
float numColors = 8.0;
void main()
{
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// Texel color fetching from texture sampler
vec3 texelColor = texture(texture0, fragTexCoord.xy).rgb;
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texelColor = pow(texelColor, vec3(gamma, gamma, gamma));
texelColor = texelColor*numColors;
texelColor = floor(texelColor);
texelColor = texelColor/numColors;
texelColor = pow(texelColor, vec3(1.0/gamma));
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finalColor = vec4(texelColor, 1.0);
}