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