shader_type canvas_item; uniform int x_pixel_size : hint_range(1, 100) = 3; uniform int y_pixel_size : hint_range(1, 100) = 1; void fragment() { vec2 correction = TEXTURE_PIXEL_SIZE * vec2(float(x_pixel_size), float(y_pixel_size)) / vec2(2.0); vec2 texture_uv = floor(UV / TEXTURE_PIXEL_SIZE); vec2 offset = vec2(float(int(texture_uv.x) % x_pixel_size), float(int(texture_uv.y) % y_pixel_size)); vec2 target = (texture_uv - offset) * TEXTURE_PIXEL_SIZE; COLOR = texture(TEXTURE, target + correction ); }