#version 300 es precision highp float; in vec2 fragCoord; out vec4 fragColor; uniform sampler2D texture; uniform vec3 uConfig; void main() { float pixelSize = uConfig.x; float vOffset = uConfig.y; float hOffset = uConfig.z; vec2 inRes = vec2(textureSize(texture, 0)); ivec2 point = ivec2( (floor((fragCoord * inRes) / pixelSize) * pixelSize) + pixelSize / 2.0f ); point.x += int(pixelSize * hOffset); point.y += int(pixelSize * vOffset); fragColor = texelFetch(texture, point, 0); }