#if defined(OPENGL_ES) || defined(GL_ES)
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif

///////////////////////////////////////////////////////////
// Uniforms
uniform sampler2D u_diffuseTexture;

///////////////////////////////////////////////////////////
// Varyings
varying vec2 v_texCoord;
varying vec4 v_color;


float discretize(float f, float d)
{
    return floor(f*d + 0.5)/d;
}

vec2 discretize(vec2 v, float d)
{
    return vec2(discretize(v.x, d), discretize(v.y, d));
}

void main()
{
    vec2 texCoord = discretize(v_texCoord, 128.0);
    gl_FragColor = texture2D(u_diffuseTexture, texCoord);
}

