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- uniform sampler2D samp9;
- out vec4 ocol0;
- in vec2 uv0;
- uniform vec4 resolution;
- void main()
- {
- //Change this number to increase the pixel size.
- float pixelSize = 3;
- float red = 0.0;
- float green = 0.0;
- float blue = 0.0;
-
- vec2 pos = floor(uv0 * resolution.xy / pixelSize) * pixelSize * resolution.zw;
-
- vec4 c0 = texture(samp9, pos);
- if (c0.r < 0.1)
- red = 0.1;
- else if (c0.r < 0.20)
- red = 0.20;
- else if (c0.r < 0.40)
- red = 0.40;
- else if (c0.r < 0.60)
- red = 0.60;
- else if (c0.r < 0.80)
- red = 0.80;
- else
- red = 1.0;
- if (c0.b < 0.1)
- blue = 0.1;
- else if (c0.b < 0.20)
- blue = 0.20;
- else if (c0.b < 0.40)
- blue = 0.40;
- else if (c0.b < 0.60)
- blue = 0.60;
- else if (c0.b < 0.80)
- blue = 0.80;
- else
- blue = 1.0;
- if (c0.g < 0.1)
- green = 0.1;
- else if (c0.g < 0.20)
- green = 0.20;
- else if (c0.g < 0.40)
- green = 0.40;
- else if (c0.g < 0.60)
- green = 0.60;
- else if (c0.g < 0.80)
- green = 0.80;
- else
- green = 1.0;
-
- ocol0 = vec4(red, green, blue, c0.a);
- }
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