20 lines
386 B
GLSL
20 lines
386 B
GLSL
#version 110
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varying vec2 vTexCoord;
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uniform sampler2D texture;
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uniform float pixels_x;
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uniform float pixels_y;
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uniform bool bypass;
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void main(void) {
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if (bypass) {
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gl_FragColor = texture2D(texture, vTexCoord);
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} else {
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vec2 p = vTexCoord;
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p.x -= mod(p.x, 1.0 / pixels_x);
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p.y -= mod(p.y, 1.0 / pixels_y);
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gl_FragColor = texture2D(texture, p);
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}
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} |