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