raylib/shaders/glsl330/pixel.fs

28 lines
558 B
GLSL

#version 330
in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// 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;
fragColor = vec4(tc, 1.0);
}