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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shaders/resources/shaders/glsl330/pixelizer.fs
downloadc_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz
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Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/shaders/resources/shaders/glsl330/pixelizer.fs')
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diff --git a/deps/raylib/examples/shaders/resources/shaders/glsl330/pixelizer.fs b/deps/raylib/examples/shaders/resources/shaders/glsl330/pixelizer.fs
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+#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);
+} \ No newline at end of file