raylib/shaders/glsl330/pixel.fs

32 lines
675 B
Forth
Raw Normal View History

#version 330
2016-05-18 13:04:27 +03:00
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
2016-05-18 13:04:27 +03:00
in vec4 fragColor;
2016-05-18 13:04:27 +03:00
// Input uniform values
uniform sampler2D texture0;
2016-01-13 19:13:28 +03:00
uniform vec4 fragTintColor;
2016-05-18 13:04:27 +03:00
// 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;
2016-05-18 13:04:27 +03:00
finalColor = vec4(tc, 1.0);
}