v4k-git-backup/demos/art/fx/fxQuantize.fs

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uniform float factor = 3.0; // [1(max)..255(min)]
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord.xy / iResolution.xy;
vec4 src = texture(iChannel0, uv);
fragColor = vec4(floor(src.rgb * factor + 0.5) / factor, src.a);
}