#version 330
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								// Input vertex attributes (from vertex shader)
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								in vec2 fragTexCoord;
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								in vec4 fragColor;
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								// Input uniform values
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								uniform sampler2D texture0;
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								uniform vec4 colDiffuse;
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								// Output fragment color
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								out vec4 finalColor;
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								// NOTE: Add here your custom variables
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								float gamma = 0.6;
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								float numColors = 8.0;
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								void main()
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								{
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								    // Texel color fetching from texture sampler
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								    vec3 texelColor = texture(texture0, fragTexCoord.xy).rgb;
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								    texelColor = pow(texelColor, vec3(gamma, gamma, gamma));
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								    texelColor = texelColor*numColors;
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								    texelColor = floor(texelColor);
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								    texelColor = texelColor/numColors;
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								    texelColor = pow(texelColor, vec3(1.0/gamma));
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								    finalColor = vec4(texelColor, 1.0);
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								}
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