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