#import "Common/ShaderLib/MultiSample.glsllib" uniform COLORTEXTURE m_Texture; in vec2 texCoord; out vec4 fragColor; 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)); fragColor = mix(getColor(m_Texture, texCoord), texVal, m_Strength); }