Pixelate shader, filter2D [BGE]

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);
}
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