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authorRay <[email protected]>2017-05-15 22:48:04 +0200
committerRay <[email protected]>2017-05-15 22:48:04 +0200
commitaba25e9ba379cdf2e68b65f55dd08ab4e0d713d8 (patch)
tree7a280f0f2a422a938aba1e93fcff83340e6504a0 /shaders/glsl330/posterization.fs
parent5f09c71f983be066207522818f7be504a1b4592e (diff)
downloadraylib-aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8.tar.gz
raylib-aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8.zip
Move shaders to examples
Diffstat (limited to 'shaders/glsl330/posterization.fs')
-rw-r--r--shaders/glsl330/posterization.fs31
1 files changed, 0 insertions, 31 deletions
diff --git a/shaders/glsl330/posterization.fs b/shaders/glsl330/posterization.fs
deleted file mode 100644
index be2b5dd6..00000000
--- a/shaders/glsl330/posterization.fs
+++ /dev/null
@@ -1,31 +0,0 @@
-#version 330
-
-// Input vertex attributes (from vertex shader)
-in vec2 fragTexCoord;
-in vec4 fragColor;
-
-// Input uniform values
-uniform sampler2D texture0;
-uniform vec4 colDiffuse;
-
-// Output fragment color
-out vec4 finalColor;
-
-// NOTE: Add here your custom variables
-
-float gamma = 0.6;
-float numColors = 8.0;
-
-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);
-} \ No newline at end of file