27 lines
717 B
Text
27 lines
717 B
Text
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shader_type spatial;
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const int pixel_size = 6;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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// Called for every pixel the material is visible on.
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float x = float(int(FRAGCOORD.x) % pixel_size);
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float y = float(int(FRAGCOORD.y) % pixel_size);
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x = FRAGCOORD.x + floor(float(pixel_size)/2.) - x;
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y = FRAGCOORD.y + floor(float(pixel_size)/2.) - y;
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ALBEDO = texture(SCREEN_TEXTURE, vec2(x,y)/VIEWPORT_SIZE).xyz;
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}
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//void light() {
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// Called for every pixel for every light affecting the material.
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// Uncomment to replace the default light processing function with this one.
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//}
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