2015-09-02 03:44:16 +03:00
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#version 330
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2016-05-18 13:04:27 +03:00
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// Input vertex attributes (from vertex shader)
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2015-09-02 03:44:16 +03:00
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in vec2 fragTexCoord;
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2016-05-18 13:04:27 +03:00
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in vec4 fragColor;
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2015-09-02 03:44:16 +03:00
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2016-05-18 13:04:27 +03:00
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// Input uniform values
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2015-09-02 03:44:16 +03:00
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uniform sampler2D texture0;
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2016-01-13 19:13:28 +03:00
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uniform vec4 fragTintColor;
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2015-09-02 03:44:16 +03:00
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2016-05-18 13:04:27 +03:00
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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2015-09-02 03:44:16 +03:00
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2016-01-16 14:53:48 +03:00
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const float renderWidth = 1280.0;
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const float renderHeight = 720.0;
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2015-09-02 03:44:16 +03:00
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2016-01-16 14:53:48 +03:00
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uniform float pixelWidth = 5.0;
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uniform float pixelHeight = 5.0;
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2015-09-02 03:44:16 +03:00
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void main()
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{
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float dx = pixelWidth*(1.0/renderWidth);
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float dy = pixelHeight*(1.0/renderHeight);
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vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
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2016-01-16 14:53:48 +03:00
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vec3 tc = texture(texture0, coord).rgb;
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2015-09-02 03:44:16 +03:00
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2016-05-18 13:04:27 +03:00
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finalColor = vec4(tc, 1.0);
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2015-09-02 03:44:16 +03:00
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}
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