mirror.glsl 336 B

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  1. float4 render(float2 uv) {
  2. float2 newuv;
  3. newuv[0] = uv[0] - 0.5;
  4. newuv[1] = uv[1];
  5. newuv[0] = newuv[0] < 0 ? -newuv[0] : newuv[0];
  6. //newuv[1] = newuv[1] < 0 ? -newuv[1] : newuv[1];
  7. newuv[0] = newuv[0] + 0.5;
  8. //newuv[1] = newuv[1] + 0.5;
  9. float4 image_color = image.Sample(builtin_texture_sampler, newuv);
  10. return image_color;
  11. }