netfishing/ui/profile_preview_pixelation.gdshader

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shader_type canvas_item;
render_mode unshaded;
uniform vec2 logical_grid_size = vec2(160.0, 165.0);
void fragment() {
vec2 safe_grid = max(logical_grid_size, vec2(1.0));
vec2 snapped_uv = (floor(UV * safe_grid) + vec2(0.5)) / safe_grid;
COLOR = texture(TEXTURE, snapped_uv);
}