43 lines
998 B
GLSL
43 lines
998 B
GLSL
#version 110
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varying vec2 vTexCoord;
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uniform sampler2D tex0; // scene buffer
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uniform float scale;
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uniform float centerx;
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uniform float centery;
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uniform bool mirrorx;
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uniform bool mirrory;
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void main(void) {
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vec2 texCoord = vTexCoord;
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/*vec2 coord = vec2(
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mod(vTexCoord.x*tilecount, 1.0),
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mod(vTexCoord.y*tilecount, 1.0)
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);
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if (mirrorx && mod(vTexCoord.x*tilecount, 2.0) > 1.0) {
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coord.x = 1.0 - coord.x;
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}
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if (mirrory && mod(vTexCoord.y*tilecount, 2.0) > 1.0) {
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coord.y = 1.0 - coord.y;
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}*/
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float adj_scale = scale*0.01;
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vec2 scaled_coords = (vTexCoord/adj_scale);
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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);
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vec2 modcoord = mod(coord, 1.0);
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if (mirrorx && mod(coord.x, 2.0) > 1.0) {
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modcoord.x = 1.0 - modcoord.x;
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}
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if (mirrory && mod(coord.y, 2.0) > 1.0) {
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modcoord.y = 1.0 - modcoord.y;
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}
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gl_FragColor = vec4(texture2D(tex0, modcoord));
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} |