// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform int axis; void main() { vec2 pos = v_vTexcoord; if(axis == 0) pos.x = 1. - pos.x; else pos.y = 1. - pos.y; gl_FragColor = texture2D( gm_BaseTexture, pos ); }