light_world.lua/lib/shaders/postshaders/test/pixellate.frag

14 lines
325 B
GLSL

extern vec2 textureSize;
const float pixel_w = 2.0;
const float pixel_h = 2.0;
vec4 effect(vec4 vcolor, Image texture, vec2 uv, vec2 pixel_coords)
{
float dx = pixel_w*(1.0/textureSize.x);
float dy = pixel_h*(1.0/textureSize.y);
vec2 coord = vec2(dx*floor(uv.x/dx), dy*floor(uv.y/dy));
return Texel(texture, coord);
}