squarePixelateFragmentShader top-level property
Implementation
final ShaderObject squarePixelateFragmentShader =
ShaderObject("SquarePixelateF")
..AddUniformVars([uPointSize, uTexture])
..SetBody([
"""
void main() {
float r = ${uPointSize};
vec2 center = floor(gl_FragCoord.xy / r / 2.0) * 2.0 * r + r;
${oFragColor} = texelFetch(${uTexture}, ivec2(center), 0);
}
"""
]);