uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; uniform vec4 resolution; void main() { //Change this number to increase the pixel size. float pixelSize = 2.0; 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 < 0.06) red = 0.06; else if (c0.r < 0.13) red = 0.13; else if (c0.r < 0.26) red = 0.26; else if (c0.r < 0.33) red = 0.33; else if (c0.r < 0.46) red = 0.46; else if (c0.r < 0.60) red = 0.60; else if (c0.r < 0.73) red = 0.73; else if (c0.r < 0.80) red = 0.80; else if (c0.r < 0.93) red = 0.93; else red = 1.0; if (c0.b < 0.06) blue = 0.06; else if (c0.b < 0.13) blue = 0.13; else if (c0.b < 0.26) blue = 0.26; else if (c0.b < 0.33) blue = 0.33; else if (c0.b < 0.46) blue = 0.46; else if (c0.b < 0.60) blue = 0.60; else if (c0.b < 0.73) blue = 0.73; else if (c0.b < 0.80) blue = 0.80; else if( c0.b < 0.93) blue = 0.93; else blue = 1.0; if (c0.g < 0.06) green = 0.06; else if (c0.g < 0.13) green = 0.13; else if (c0.g < 0.26) green = 0.26; else if (c0.g < 0.33) green = 0.33; else if (c0.g < 0.46) green = 0.46; else if (c0.g < 0.60) green = 0.60; else if (c0.g < 0.73) green = 0.73; else if (c0.g < 0.80) green = 0.80; else if( c0.g < 0.93) green = 0.93; else green = 1.0; ocol0 = vec4(red, green, blue, c0.a); }