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raylib-cs/ExampleApplication/bin/Debug/resources/shaders/glsl330/pixelizer.fs
ChrisDill b3838e3d8a Added ExampleApplication build so you can test straight away.
- Added ExampleApplication build so it can be tested without needing to compile first.
- Resources and dlls included in added build directory.
- Updated  readme instructions.
2018-08-04 21:07:33 +01:00

33 lines
720 B
GLSL

#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Render size values must be passed from code
const float renderWidth = 800;
const float renderHeight = 450;
uniform float pixelWidth = 5.0;
uniform float pixelHeight = 5.0;
void main()
{
float dx = pixelWidth*(1.0/renderWidth);
float dy = pixelHeight*(1.0/renderHeight);
vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
vec3 tc = texture(texture0, coord).rgb;
finalColor = vec4(tc, 1.0);
}