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); }