index.frag
  #version 300 es
precision highp float;
vec3 posterize(vec3 color, int gradation) {
  float densityStep = 255.0 / float(gradation - 1);
  vec3 unclampColor = color * 255.0;
  vec3 stepColor = floor(unclampColor / densityStep + 0.5) * densityStep;
  return stepColor / 255.0;
}
uniform sampler2D uTexture0;
uniform bool uPosterizeOn;
uniform int uGradation; 
in vec2 vTextureCoords;
out vec4 fragColor;
void main() {
  vec2 texCoord = vec2(vTextureCoords.x, 1.0 - vTextureCoords.y);
  vec4 original = texture(uTexture0, texCoord);
  
  vec3 processed = uPosterizeOn
    ? posterize(original.rgb, uGradation)
    : original.rgb;
  
  fragColor = vec4(processed, original.a);
}
 
            
    
  render.ts
  import { Space } from "@/lib/canvas/index"
import { Program } from "@/lib/webgl/program"
import { Scene } from "@/lib/webgl/scene"
import { Clock } from "@/lib/event/clock"
import { ControlUi } from "@/lib/gui/control-ui"
import { Texture } from "@/lib/webgl/texture"
import { UniformLoader } from "@/lib/webgl/uniform-loader"
import mainVertSrc from "./index.vert?raw"
import mainFragSrc from "./index.frag?raw"
import imageMountain from "@/assets/original/mountain_00003.jpg"
import imageBridge from "@/assets/original/fog-bridge.jpg"
import imageGoldFish from "@/assets/original/japanese-style_00011.jpg"
import imageAutumLeaves from "@/assets/original/autumn-leaves_00037.jpg"
export const onload = () => {
  const space = new Space("gl-canvas")
  const canvas = space.canvas
  const gl = space.gl
  if (!canvas || !gl) return
  let scene: Scene
  let program: Program
  let clock: Clock
  let textures: Texture[] = []
  const uniforms = new UniformLoader(gl, ["uPosterizeOn", "uGradation"])
  const images = [
    { name: "紅葉", image: imageAutumLeaves },
    { name: "山", image: imageMountain },
    { name: "橋", image: imageBridge },
    { name: "金魚", image: imageGoldFish }
  ]
  const imageNames = images.map((obj) => obj.name)
  let activeImage = 3
  const defaultPosterizeOn = true
  const defaultGradation = 4
  const initGuiControls = () => {
    const ui = new ControlUi()
    ui.select("Image", images[activeImage].name, imageNames, (name) => {
      const idx = imageNames.indexOf(name)
      if (idx < 0) return
      activeImage = idx
      space.fitImage(textures[activeImage].image)
    })
    ui.boolean("Posterize", defaultPosterizeOn, (value) => {
      uniforms.boolean("uPosterizeOn", value)
    })
    ui.number("Gradation", defaultGradation, 2, 32, 1, (value) => {
      uniforms.int("uGradation", value)
    })
  }
  const onResize = () => {
    space.fitImage(textures[activeImage].image)
    render()
  }
  const configure = async () => {
    gl.clearColor(1.0, 0.0, 0.0, 1.0)
    gl.clearDepth(1.0)
    program = new Program(gl, mainVertSrc, mainFragSrc)
    scene = new Scene(gl, program)
    clock = new Clock()
    await Promise.all(
      images.map(async (obj) => {
        const texture = new Texture(gl, program, obj.image)
        textures.push(texture)
        await texture.load()
      })
    )
    uniforms.init(program)
    uniforms.boolean("uPosterizeOn", defaultPosterizeOn)
    uniforms.int("uGradation", defaultGradation)
    space.fitImage(textures[activeImage].image)
    space.onResize = onResize
  }
  const registerGeometry = () => {
    
    const vertices = [-1.0, 1.0, 0.0, 1.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0]
    const texCoords = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0]
    const indices = [0, 2, 1, 2, 3, 1]
    scene.add({ vertices, indices, texCoords })
  }
  const render = () => {
    gl.viewport(0, 0, gl.canvas.width, gl.canvas.height)
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
    scene.traverseDraw((obj) => {
      obj.bind()
      textures[activeImage].use()
      gl.drawElements(gl.TRIANGLES, obj.indices.length, gl.UNSIGNED_SHORT, 0)
      obj.cleanup()
    })
  }
  const init = async () => {
    await configure()
    registerGeometry()
    clock.on("tick", render)
    initGuiControls()
  }
  init()
}