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