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vec2 rotate(vec2 v, float a) { | |
float s = sin(a); | |
float c = cos(a); | |
mat2 m = mat2(c, -s, s, c); | |
return m * v; | |
} |
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mat4 rotationMatrix(vec3 axis, float angle) { | |
axis = normalize(axis); | |
float s = sin(angle); | |
float c = cos(angle); | |
float oc = 1.0 - c; | |
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, | |
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0, | |
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, | |
0.0, 0.0, 0.0, 1.0); | |
} | |
vec3 rotate(vec3 v, vec3 axis, float angle) { | |
mat4 m = rotationMatrix(axis, angle); | |
return (m * vec4(v, 1.0)).xyz; | |
} |
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float theta = 0.; | |
float s = 0.; | |
float c = 0.; | |
// Twist X | |
theta = position.x; | |
c = cos( theta ); | |
s = sin( theta ); | |
mat3 twistX = mat3( | |
1, 0, 0, | |
0, c, -s, | |
0, s, c | |
); | |
// Twist Y | |
theta = position.y; | |
c = cos( theta); | |
s = sin( theta); | |
mat3 twistY = mat3( | |
c, 0, s, | |
0, 1, 0, | |
-s, 0, c | |
); | |
// Twist Z | |
theta = position.z; | |
c = cos( theta ); | |
s = sin( theta ); | |
mat3 twistZ = mat3( | |
c, -s, 0, | |
s, c, 0, | |
0, 0, 1 | |
); |
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