varying vec2 v_TexCoord;
uniform vec4 u_Color;
uniform sampler2D u_Tex0;
void main()
{
vec2 mirroredTexCoord = vec2(1.0 - v_TexCoord.x, v_TexCoord.y);
gl_FragColor = texture2D(u_Tex0, mirroredTexCoord);
}