Created
January 16, 2018 23:24
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Rotate UV in GLSL
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vec2 rotateUV(vec2 uv, float rotation) | |
{ | |
float mid = 0.5; | |
return vec2( | |
cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid, | |
cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid | |
); | |
} | |
vec2 rotateUV(vec2 uv, float rotation, vec2 mid) | |
{ | |
return vec2( | |
cos(rotation) * (uv.x - mid.x) + sin(rotation) * (uv.y - mid.y) + mid.x, | |
cos(rotation) * (uv.y - mid.y) - sin(rotation) * (uv.x - mid.x) + mid.y | |
); | |
} | |
vec2 rotateUV(vec2 uv, float rotation, float mid) | |
{ | |
return vec2( | |
cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid, | |
cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid | |
); | |
} | |
#pragma glslify: export(rotateUV) |
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Compute cos()/sin() once.
vec2 rotateUV(vec2 uv, float rotation)
{
float mid = 0.5;
float cosAngle = cos(rotation);
float sinAngle = sin(rotation);
return vec2(
cosAngle * (uv.x - mid) + sinAngle * (uv.y - mid) + mid,
cosAngle * (uv.y - mid) - sinAngle * (uv.x - mid) + mid
);
}
vec2 rotateUV(vec2 uv, float rotation, vec2 mid)
{
float cosAngle = cos(rotation);
float sinAngle = sin(rotation);
return vec2(
cosAngle * (uv.x - mid.x) + sinAngle * (uv.y - mid.y) + mid.x,
cosAngle * (uv.y - mid.y) - sinAngle * (uv.x - mid.x) + mid.y
);
}
vec2 rotateUV(vec2 uv, float rotation, float mid)
{
float cosAngle = cos(rotation);
float sinAngle = sin(rotation);
return vec2(
cosAngle * (uv.x - mid) + sinAngle * (uv.y - mid) + mid,
cosAngle * (uv.y - mid) - sinAngle * (uv.x - mid) + mid
);
}
#pragma glslify: export(rotateUV)
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Compute cos()/sin() once.
vec2 rotateUV(vec2 uv, float rotation) { float mid = 0.5; float cosAngle = cos(rotation); float sinAngle = sin(rotation); return vec2( cosAngle * (uv.x - mid) + sinAngle * (uv.y - mid) + mid, cosAngle * (uv.y - mid) - sinAngle * (uv.x - mid) + mid ); } vec2 rotateUV(vec2 uv, float rotation, vec2 mid) { float cosAngle = cos(rotation); float sinAngle = sin(rotation); return vec2( cosAngle * (uv.x - mid.x) + sinAngle * (uv.y - mid.y) + mid.x, cosAngle * (uv.y - mid.y) - sinAngle * (uv.x - mid.x) + mid.y ); } vec2 rotateUV(vec2 uv, float rotation, float mid) { float cosAngle = cos(rotation); float sinAngle = sin(rotation); return vec2( cosAngle * (uv.x - mid) + sinAngle * (uv.y - mid) + mid, cosAngle * (uv.y - mid) - sinAngle * (uv.x - mid) + mid ); }
Compute point once:
vec2 rotateUV(vec2 uv, float rotation)
{
float cosAngle = cos(rotation);
float sinAngle = sin(rotation);
vec2 p = uv - vec2(0.5);
return vec2(
cosAngle * p.x + sinAngle * p.y + 0.5,
cosAngle * p.y - sinAngle * p.x + 0.5
);
}
vec2 rotateUV(vec2 uv, float rotation, vec2 mid)
{
float cosAngle = cos(rotation);
float sinAngle = sin(rotation);
vec2 p = uv - mid;
return vec2(
cosAngle * p.x + sinAngle * p.y + mid.x,
cosAngle * p.y - sinAngle * p.x + mid.y
);
}
vec2 rotateUV(vec2 uv, float rotation, float mid)
{
float cosAngle = cos(rotation);
float sinAngle = sin(rotation);
vec2 p = uv - vec2(mid);
return vec2(
cosAngle * p.x + sinAngle * p.y + mid,
cosAngle * p.y - sinAngle * p.x + mid
);
}
#pragma glslify: export(rotateUV)
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