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DX11 UV Mirror X Translate problems

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Hello Guys,

I created a funny uv mirror x effect with uv.x > 0.5, uv.x = 1.0f - uv.x but if i translate the uvs before i lost my mirror effect. So have any math genius a solution how to keep the mirror effect if i translate my uvs before?


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Do you translate the uv's? UV's do tile you see, and if you translate them, what you have not much explained, the mirror effect gets "cornered", some pictures and better description of what you are actualy doing would be great.

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