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