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void MAIN()
{
vec2 flippedCoord;
flippedCoord.x = flipHorizontally ? 1.0 - INPUT_UV.x : INPUT_UV.x;
flippedCoord.y = flipVertically ? 1.0 - INPUT_UV.y : INPUT_UV.y;
FRAGCOLOR = texture(INPUT, flippedCoord);
}
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