#import "Common/ShaderLib/MultiSample.glsllib" | |
uniform COLORTEXTURE m_Texture; | |
in vec2 texCoord; | |
uniform int m_NumColors; | |
uniform float m_Gamma; | |
uniform float m_Strength; | |
void main() { | |
vec4 texVal = getColor(m_Texture, texCoord); | |
texVal = pow(texVal, vec4(m_Gamma)); | |
texVal = texVal * m_NumColors; | |
texVal = floor(texVal); | |
texVal = texVal / m_NumColors; | |
texVal = pow(texVal, vec4(1.0/m_Gamma)); | |
gl_FragColor = mix(getColor(m_Texture, texCoord), texVal, m_Strength); | |
} |