1.效果图
2.shader
"varying highp vec2 textureCoordinate;\n" +
"\n" +
"uniform sampler2D inputImageTexture;\n" +
"uniform highp float colorLevels;\n" +
"\n" +
"void main()\n" +
"{\n" +
" highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);\n" +
" \n" +
" gl_FragColor = floor((textureColor * colorLevels) + vec4(0.5)) / colorLevels;\n" +
"}";
3.原理