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