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