14 lines
255 B
GLSL
14 lines
255 B
GLSL
uniform bool horiz;
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uniform bool vert;
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vec4 process(vec4 col) {
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float x = v_texcoord.x;
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float y = v_texcoord.y;
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if (!horiz && !vert) return col;
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if (horiz) x = 1.0 - x;
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if (vert) y = 1.0 - y;
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return texture2D(texture, vec2(x, y));
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} |