uniform float CellSize; /// min:1 set:2.5 max:16 //uniform float xCellSize; /// min:1 set:2.5 //uniform float yCellSize; /// min:1 set:2.5 void main() { float xPixels = iWidth/CellSize, yPixels = iHeight/CellSize; // iWidth/xCellSize, iHeight/yCellSize; vec2 uv = vec2(floor(texcoord.s * xPixels) / xPixels, floor(texcoord.t * yPixels) / yPixels); FRAGCOLOR = texture(iChannel0, uv); }