uniform float scale; uniform float centerx; uniform float centery; uniform bool mirrorx; uniform bool mirrory; vec4 process(vec4 col) { float adj_scale = scale*0.01; vec2 scaled_coords = (v_texcoord/adj_scale); vec2 coord = scaled_coords-vec2(0.5/adj_scale, 0.5/adj_scale)+vec2(0.5, 0.5)+vec2(-centerx*0.01, -centery*0.01); vec2 modcoord = mod(coord, 1.0); if (mirrorx && mod(coord.x, 2.0) > 1.0) { modcoord.x = 1.0 - modcoord.x; } if (mirrory && mod(coord.y, 2.0) > 1.0) { modcoord.y = 1.0 - modcoord.y; } return vec4(texture2D(texture, modcoord)); }