uniform float u_Time; uniform sampler2D u_Tex0; varying vec2 v_TexCoord; void main() { vec4 col = texture2D(u_Tex0, v_TexCoord); // Pixelation effect float pixelSize = 300.0; vec2 uv = floor(v_TexCoord * vec2(pixelSize, pixelSize)) / vec2(pixelSize, pixelSize); col = texture2D(u_Tex0, uv); gl_FragColor = col; }