#version 330
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in vec2 fragTexCoord;
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out vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 tintColor;
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// NOTE: Add here your custom variables
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float gamma = 0.6f;
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float numColors = 8.0f;
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void main()
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{
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vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
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color = pow(color, vec3(gamma, gamma, gamma));
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color = color*numColors;
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color = floor(color);
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color = color/numColors;
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color = pow(color, vec3(1.0/gamma));
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fragColor = vec4(color, 1.0);
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}
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