#version 100
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								precision mediump float;
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								varying vec2 fragTexCoord;
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								uniform sampler2D texture0;
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								uniform vec4 fragTintColor;
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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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								    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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								    gl_FragColor = vec4(color, 1.0);
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								}
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