uniform sampler2D sceneTex; // 0 float vx_offset = 0.5; float rt_w = 500.0; float rt_h = 500.0; float pixel_w = 15.0; float pixel_h = 10.0; void main() { vec2 uv = gl_TexCoord[ 0 ].xy; vec3 tc = vec3( 1.0, 0.0, 0.0 ); if( uv.x < ( vx_offset - 0.005 ) ) { float dx = pixel_w * ( 1. / rt_w ); float dy = pixel_h * ( 1. / rt_h ); vec2 coord = vec2( dx * floor( uv.x/dx ), dy * floor( uv.y / dy )); tc = texture2D( sceneTex, coord ).rgb; } else if( uv.x >= ( vx_offset + 0.005 ) ) { tc = texture2D( sceneTex, uv ).rgb; } gl_FragColor = vec4( tc, 1.0 ); }