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@floz
Created July 19, 2017 08:31
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Mirrors.fs
uniform sampler2D tInput;
uniform vec2 resolution;
varying vec2 vUv;
uniform float divide3;
uniform float divide4;
uniform float mirrorX;
uniform float mirrorY;
void main() {
vec2 uv = vUv;
if(divide4>0.){ uv *= 2.; uv = mod(uv,vec2(1.)); }
// if(divide3>0.){ uv *= 2.; uv = mod(uv,vec2(1.)); }
if(mirrorX>0.){ uv.x = abs(uv.x-.5)+.5; }
if(mirrorY>0.){ uv.y = abs(uv.y-.5)+.5; }
gl_FragColor = texture2D(tInput, uv);
}
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floz commented Jan 10, 2018

Bump

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