#version 330 in vec2 fragTexCoord; in vec4 fragColor; out vec4 finalColor; uniform sampler2D texture0; uniform vec4 colDiffuse; uniform vec2 renderSize; const float pixelSize = 5.0; void main() { vec2 pixelizedCoord = floor(fragTexCoord * renderSize / pixelSize) / renderSize * pixelSize; finalColor = texture(texture0, pixelizedCoord)*colDiffuse*fragColor; }