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#version 330
in vec2 fragTexCoord;
in vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
out vec4 finalColor;
float gamma = 0.6;
float numColors = 11.0;
void main()
{
// Texel color fetching from texture sampler
vec3 texelColor = texture(texture0, fragTexCoord.xy).rgb;
texelColor = pow(texelColor, vec3(gamma, gamma, gamma));
texelColor = texelColor*numColors;
texelColor = floor(texelColor);
texelColor = texelColor/numColors;
texelColor = pow(texelColor, vec3(1.0/gamma));
finalColor = vec4(texelColor, 1.0);
}
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