10 lines
		
	
	
		
			247 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			10 lines
		
	
	
		
			247 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform sampler2D texture;
 | |
| uniform float pixel_threshold;
 | |
| 
 | |
| void main()
 | |
| {
 | |
|     float factor = 1.0 / (pixel_threshold + 0.001);
 | |
|     vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor;
 | |
|     gl_FragColor = texture2D(texture, pos) * gl_Color;
 | |
| }
 |