#version 100 precision mediump float; varying vec2 fragTexCoord; uniform sampler2D texture0; uniform vec4 tintColor; // NOTE: Add here your custom variables float gamma = 0.6; float numColors = 8.0; void main() { vec3 color = texture2D(texture0, fragTexCoord.xy).rgb; color = pow(color, vec3(gamma, gamma, gamma)); color = color*numColors; color = floor(color); color = color/numColors; color = pow(color, vec3(1.0/gamma)); gl_FragColor = vec4(color, 1.0); }