23 lines
400 B
GLSL
23 lines
400 B
GLSL
#version 110
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uniform bool horiz;
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uniform bool vert;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main(void) {
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float x = vTexCoord.x;
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float y = vTexCoord.y;
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if (horiz) x = 1.0 - x;
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if (vert) y = 1.0 - y;
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vec4 textureColor = texture2D(myTexture, vec2(x, y));
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gl_FragColor = vec4(
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textureColor.r,
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textureColor.g,
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textureColor.b,
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textureColor.a
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);
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} |