#pragma header uniform float pixelZoom; // how it works // - takes the camera // - unzooms it to make it pixel perfect and align every pixel // - zooms in the result using this shader void main() { vec2 camPos = getCamPos(openfl_TextureCoordv); camPos = vec2(0.5, 0.5) + ((camPos - vec2(0.5, 0.5)) * pixelZoom); gl_FragColor = textureCam(bitmap, camPos); }