// This was originally from some code I found online but I've changed it so much you could consider it my own. An interesting feature of this is the black lines between the pixels vec4 pixel() { float dx = 10.0 * inv_width; float dy = 10.0 * inv_height; vec4 returnCol = vec4(0.0); returnCol = texture(tex, vec2(dx * floor(tex_coord.x / dx), dy * floor(tex_coord.y / dy))); if (positionX % 10 == 0 || positionY % 10 == 0)//mosaicify { returnCol = vec4(0.0, 0.0, 0.0, 1.0); } returnCol.w = 1.0; return returnCol; }