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

8 lines
264 B
GLSL

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);
}