Kill the vertex shader system; it is too complicated to get it right until we have...
[movit] / mirror_effect.frag
1 // Mirrors the image horizontally.
2 vec4 FUNCNAME(vec2 tc)
3 {
4         tc = vec2(1.0, 0.0) + tc * vec2(-1.0, 1.0);
5         return LAST_INPUT(tc);
6 }