#version 120 uniform sampler2D DiffuseSampler; varying vec2 texCoord; varying vec2 oneTexel; uniform vec2 InSize; uniform float Resolution = 4.0; uniform float Saturation = 1.5; uniform float MosaicSize = 8.0; void main() { vec2 mosaicInSize = InSize / MosaicSize; vec2 fractPix = fract(texCoord * mosaicInSize) / mosaicInSize; vec4 baseTexel = texture2D(DiffuseSampler, texCoord - fractPix); vec3 fractTexel = baseTexel.rgb - fract(baseTexel.rgb * Resolution) / Resolution; float luma = dot(fractTexel, vec3(0.3, 0.59, 0.11)); vec3 chroma = (fractTexel - luma) * Saturation; baseTexel.rgb = luma + chroma; baseTexel.a = 1.0; gl_FragColor = baseTexel; }