uniform sampler2D tex_in; uniform bool horiz_in; uniform bool vert_in; in vec2 ove_texcoord; out vec4 frag_color; void main(void) { if (!horiz_in && !vert_in) { frag_color = texture(tex_in, ove_texcoord); return; } vec2 new_coord = ove_texcoord; if (horiz_in) new_coord.x = 1.0 - new_coord.x; if (vert_in) new_coord.y = 1.0 - new_coord.y; frag_color = texture(tex_in, new_coord); }