netfishing/main/world_pixelation_postprocess.gdshader

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2026-07-27 23:45:11 -04:00
shader_type canvas_item;
render_mode unshaded;
uniform sampler2D screen_texture
: hint_screen_texture, filter_nearest, repeat_disable;
uniform vec2 logical_grid_size = vec2(640.0, 360.0);
void fragment() {
vec2 safe_grid = max(logical_grid_size, vec2(1.0));
vec2 snapped_uv = (
floor(SCREEN_UV * safe_grid) + vec2(0.5)
) / safe_grid;
COLOR = texture(screen_texture, snapped_uv);
}