odin-lights/postprocess.glsl

23 lines
433 B
GLSL

#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec4 fragColor;
in vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
#define POSTERIZE 5.0
out vec4 finalColor;
void main() {
vec4 texelColor = texture(texture0, fragTexCoord);
finalColor.a = 1.0;
finalColor.rgb = floor(texelColor.rgb * POSTERIZE) / POSTERIZE;
}