|  |  | @ -24,8 +24,20 @@ void main(){ | 
			
		
	
		
		
			
				
					
					|  |  |  | //        xy.y = xy.y * 2.0; |  |  |  | //        xy.y = xy.y * 2.0; | 
			
		
	
		
		
			
				
					
					|  |  |  | //    } else { |  |  |  | //    } else { | 
			
		
	
		
		
			
				
					
					|  |  |  | //        xy.y = (xy.y - 0.5) * 2.0; |  |  |  | //        xy.y = (xy.y - 0.5) * 2.0; | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | //    } | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |     // white black | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | //    const vec3 weight = vec3(0.3, 0.59, 0.11); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | //    float gray = dot(textureColor.rgb, weight); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |     // invert | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | //    1.0 - textureColor.rgb | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |     // mirror | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | //    if (xy.x <= 0.5) { | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | //        xy.x += 0.25; | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | //    } else { | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | //        xy.x -= 0.25; | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | //        xy.x = 1.0 - xy.x; | 
			
		
	
		
		
			
				
					
					|  |  |  | //    } |  |  |  | //    } | 
			
		
	
		
		
			
				
					
					|  |  |  | 
 |  |  |  | 
 | 
			
		
	
		
		
			
				
					
					|  |  |  |     vec3 centralColor = texture2D(inputImageTexture, xy).rgb; |  |  |  |     vec3 textureColor = texture2D(inputImageTexture, xy).rgb; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |     gl_FragColor = vec4(centralColor.rgb,1.0); |  |  |  |     gl_FragColor = vec4(textureColor.rgb,1.0); | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
					|  |  |  | } |  |  |  | } |