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Asked By | estebanmolca |
COLOR=texture(TEXTURE,vec2(UV.x-0.5,UV.y) );
Hello! I have a sprite as a shader with its origin in the middle of the x axis on the screen. I use this to reflect everything that is drawn to your left. It works fine, but I would like to have it in the origin (0,0) and divide the shader (maybe with FRAGCOORD?) So that the right half has the inverted uv and the left not … Any idea if this can be done ?
Thanks (I use google translate for spanish)