varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform int axis; uniform vec2 origin; uniform float amount; float round(float x) { return x >= 0.? floor(x) : floor(x) + 1.; } void main() { vec2 px = v_vTexcoord * dimension; vec2 amo; if(axis == 0) amo = vec2(round(amount * (px.y - origin.y)), 0.); else if(axis == 1) amo = vec2(0., round(amount * (px.x - origin.x))); gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord - amo / dimension); }