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rotate glsl
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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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