OpenGL Fragment Shaders - The Mirror Dimension and Working In It

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When designing art with OpenGL fragment/pixel shaders, it's sometimes useful to create a mirror dimension.
What is it?
It's a dimension where you can have repeat values on your x and y axis.
I go through how to transform your default dimension into a mirror dimension with a simple algorithm and of course
the properties of your new dimension as well.

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Following this tutorial where is the best place to apply image to u_tex0?

stef