precision mediump float; uniform sampler2D quiltTexture; uniform float pitch; uniform float tilt; uniform float center; uniform float invView; uniform float flipImageX; uniform float flipImageY; uniform float subp; uniform float tileX; uniform float tileY; uniform vec2 quiltViewPortion; varying vec2 vUV; vec2 texArr(vec3 uvz) { float z = floor(uvz.z * tileX * tileY); float x = (mod(z, tileX) + uvz.x) / tileX; float y = (floor(z / tileX) + uvz.y) / tileY; return vec2(x, y) * quiltViewPortion; } float remap(float value, float from1, float to1, float from2, float to2) { return (value - from1) / (to1 - from1) * (to2 - from2) + from2; } void main() { vec4 rgb[3]; vec3 nuv = vec3(vUV.xy, 0.0); // Flip UVs if necessary nuv.x = (1.0 - flipImageX) * nuv.x + flipImageX * (1.0 - nuv.x); nuv.y = (1.0 - flipImageY) * nuv.y + flipImageY * (1.0 - nuv.y); for (int i = 0; i < 3; i++) { nuv.z = (vUV.x + float(i) * subp + vUV.y * tilt) * pitch - center; nuv.z = mod(nuv.z + ceil(abs(nuv.z)), 1.0); nuv.z = (1.0 - invView) * nuv.z + invView * (1.0 - nuv.z); rgb[i] = texture2D(quiltTexture, texArr(vec3(vUV.x, vUV.y, nuv.z))); } gl_FragColor = vec4(rgb[0].r, rgb[1].g, rgb[2].b, 1); }