varying vec2 texCoord; uniform sampler2D tex; uniform vec2 texSize; const float scale[32] = float[]( 0.0/255.0, 6.0/255.0, 12.0/255.0, 18.0/255.0, 24.0/255.0, 31.0/255.0, 37.0/255.0, 43.0/255.0, 49.0/255.0, 55.0/255.0, 61.0/255.0, 67.0/255.0, 73.0/255.0, 79.0/255.0, 86.0/255.0, 92.0/255.0, 98.0/255.0, 104.0/255.0, 111.0/255.0, 117.0/255.0, 123.0/255.0, 129.0/255.0, 135.0/255.0, 141.0/255.0, 148.0/255.0, 154.0/255.0, 159.0/255.0, 166.0/255.0, 172.0/255.0, 178.0/255.0, 184.0/255.0, 191.0/255.0 ); void main() { vec4 color = texture2D(tex, texCoord); color.rgb = round(color.rgb * 31.0); color = vec4( scale[int(color.r)], scale[int(color.g)], scale[int(color.b)], 1.0 ); gl_FragColor = color; }