SFML/examples/shader/resources/pixelate.frag

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uniform sampler2D texture;
uniform float pixel_threshold;
varying vec4 texCoord;
varying vec4 frontColor;
void main()
{
float factor = 1.0 / (pixel_threshold + 0.001);
vec2 pos = floor(texCoord.xy * factor + 0.5) / factor;
gl_FragColor = texture2D(texture, pos) * frontColor;
}