#version 110 varying vec2 vTexCoord; uniform sampler2D tex0; // scene buffer uniform float tilecount; uniform bool mirrorx; uniform bool mirrory; void main(void) { vec2 texCoord = vTexCoord; vec2 coord = vec2( mod(vTexCoord.x*tilecount, 1.0), mod(vTexCoord.y*tilecount, 1.0) ); if (mirrorx && mod(vTexCoord.x*tilecount, 2.0) > 1.0) { coord.x = 1.0 - coord.x; } if (mirrory && mod(vTexCoord.y*tilecount, 2.0) > 1.0) { coord.y = 1.0 - coord.y; } gl_FragColor = vec4(texture2D(tex0, coord)); }