// Called for every vertex the material is visible on.
}
void fragment() {
vec2 texSize = vec2(textureSize(TEXTURE,0)); // For performance reasons, this function should be avoided as it always performs a full texture read. When possible, you should pass the texture size as a uniform instead.
texSize = texSize / 4.;
ivec2 intUv = ivec2(texSize * UV);
vec2 flooredUv = vec2(intUv) / texSize;
//vec2 texSize = vec2(textureSize(TEXTURE,0)); // For performance reasons, this function should be avoided as it always performs a full texture read. When possible, you should pass the texture size as a uniform instead.