#version 330 // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; // Output fragment color out vec4 finalColor; // NOTE: Add here your custom variables const float renderWidth = 1280.0; const float renderHeight = 720.0; uniform float pixelWidth = 5.0; uniform float pixelHeight = 5.0; void main() { float dx = pixelWidth*(1.0/renderWidth); float dy = pixelHeight*(1.0/renderHeight); vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy)); vec3 tc = texture(texture0, coord).rgb; finalColor = vec4(tc, 1.0); }