GLSL UPDATE
Fixed the original pixelate script to work in UPBGE 0.3x releases. Enjoy.
uniform sampler2D bgl_RenderedTexture;
in vec4 bgl_TexCoord;
out vec4 fragColor;
void main() {
float ScreenW = 640.0, ScreenH = 480.0;
float Pixeliz = 5.0;
float pixW = Pixeliz*(1.0/ScreenW), pixH = Pixeliz*(1.0/ScreenH);
vec2 pos = vec2(pixW*floor(bgl_TexCoord.x/pixW), pixH*floor(bgl_TexCoord.y/pixH));
fragColor = texture(bgl_RenderedTexture, pos);
}