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Vulkan-Samples/shaders/shader_object/post_process_quantize.frag
T
2025-09-04 10:54:47 +08:00

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896 B
GLSL

#version 450
/*
* Copyright 2023 Nintendo
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout (set = 0, binding = 0) uniform sampler2D samplerColorMap;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
void main()
{
vec3 color = texture(samplerColorMap, inUV).rgb;
vec3 colorQuant = floor(color * 4) / 4.0f;
outColor = vec4(colorQuant, 1.0f);
}