uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; uniform vec4 resolution; void main() { //Change this number to increase the pixel size. float pixelSize = 3.0; 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 < 0.1) 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); }