#version 100 precision mediump float; varying vec2 fragTexCoord; uniform sampler2D texture0; uniform vec4 tintColor; // NOTE: Add here your custom variables const float renderWidth = 1280; const float renderHeight = 720; uniform float pixelWidth = 5.0f; uniform float pixelHeight = 5.0f; 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 = texture2D(texture0, coord).rgb; gl_FragColor = vec4(tc, 1.0); }