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