Hex Pixelization Shader

Hex Pixelization.

Shader code
/*
	六角形モザイク by あるる(きのもと 結衣)
	Hex Noise by Yui Kinomoto @arlez80

	MIT License
*/
shader_type canvas_item;

uniform vec2 size = vec2( 64.0, 48.0 );

void fragment( )
{
	vec2 norm_size = size * SCREEN_PIXEL_SIZE;
	bool half = mod( SCREEN_UV.y / 2.0, norm_size.y ) / norm_size.y < 0.5;
	vec2 uv = SCREEN_UV + vec2( norm_size.x * 0.5 * float( half ), 0.0 );
	vec2 center_uv = floor( uv / norm_size ) * norm_size;
	vec2 norm_uv = mod( uv, norm_size ) / norm_size;
	center_uv += mix(
		vec2( 0.0, 0.0 )
	,	mix(
			mix(
				vec2( norm_size.x, -norm_size.y )
			,	vec2( 0.0, -norm_size.y )
			,	float( norm_uv.x < 0.5 )
			)
		,	mix(
				vec2( 0.0, -norm_size.y )
			,	vec2( -norm_size.x, -norm_size.y )
			,	float( norm_uv.x < 0.5 )
			)
		,	float( half )
		)
	,	float( norm_uv.y < 0.3333333 ) * float( norm_uv.y / 0.3333333 < ( abs( norm_uv.x - 0.5 ) * 2.0 ) )
	);

	COLOR = textureLod( SCREEN_TEXTURE, center_uv, 0.0 );
}
Tags
hex, mosaic, pixelization
The shader code and all code snippets in this post are under MIT license and can be used freely. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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