1#import "Common/ShaderLib/MultiSample.glsllib" 2 3uniform COLORTEXTURE m_Texture; 4in vec2 texCoord; 5 6uniform int m_NumColors; 7uniform float m_Gamma; 8uniform float m_Strength; 9 10void main() { 11 vec4 texVal = getColor(m_Texture, texCoord); 12 13 texVal = pow(texVal, vec4(m_Gamma)); 14 texVal = texVal * m_NumColors; 15 texVal = floor(texVal); 16 texVal = texVal / m_NumColors; 17 texVal = pow(texVal, vec4(1.0/m_Gamma)); 18 19 gl_FragColor = mix(getColor(m_Texture, texCoord), texVal, m_Strength); 20}