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authorraysan5 <raysan5@gmail.com>2016-05-18 12:04:27 +0200
committerraysan5 <raysan5@gmail.com>2016-05-18 12:04:27 +0200
commitbc08271da3e68d2880f4ef712c13e88b99f1021d (patch)
treea2b3fb728de4984a12b97728491205613e3c951b /shaders/glsl330/posterization.fs
parent0e29aa2951fe11e9d0fabec2182ed6309fce37bb (diff)
downloadraylib-bc08271da3e68d2880f4ef712c13e88b99f1021d.tar.gz
raylib-bc08271da3e68d2880f4ef712c13e88b99f1021d.zip
Updated shaders with comments
Diffstat (limited to 'shaders/glsl330/posterization.fs')
-rw-r--r--shaders/glsl330/posterization.fs23
1 files changed, 14 insertions, 9 deletions
diff --git a/shaders/glsl330/posterization.fs b/shaders/glsl330/posterization.fs
index 5215bd8b..f1d72a19 100644
--- a/shaders/glsl330/posterization.fs
+++ b/shaders/glsl330/posterization.fs
@@ -1,12 +1,16 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
float gamma = 0.6;
@@ -14,13 +18,14 @@ float numColors = 8.0;
void main()
{
- vec3 color = texture(texture0, fragTexCoord.xy).rgb;
+ // Texel color fetching from texture sampler
+ vec3 texelColor = texture(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));
+ texelColor = pow(texelColor, vec3(gamma, gamma, gamma));
+ texelColor = texelColor*numColors;
+ texelColor = floor(texelColor);
+ texelColor = texelColor/numColors;
+ texelColor = pow(texelColor, vec3(1.0/gamma));
- fragColor = vec4(color, 1.0);
+ finalColor = vec4(texelColor, 1.0);
} \ No newline at end of file