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uniform float xCellSize = 2.5;
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uniform float yCellSize = 2.5;
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void main() {
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float xPixels = iWidth/xCellSize, yPixels = 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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