LYGIA Shader Library

rotate4dX (lygia/math/rotate4dX)

returns a 4x4 rotation matrix

Use:

<mat4> rotate4dX(<float> radians)

Check it on Github


#ifndef FNC_ROTATE4DX
#define FNC_ROTATE4DX
mat4 rotate4dX(const in float r){
    float c = cos(r);
    float s = sin(r);
    return mat4(vec4(1.,0.,0.,0),
                vec4(0.,c,s,0.),
                vec4(0.,-s,c,0.),
                vec4(0.,0.,0.,1.));
}
#endif

Use:

<float4x4> rotate4dX(<float> radians)

Check it on Github


#ifndef FNC_ROTATE4DX
#define FNC_ROTATE4DX
float4x4 rotate4dX(const in float r){
    float c = cos(r);
    float s = sin(r);
    return float4x4(float4(1.,0.,0.,0),
                    float4(0.,c,-s,0.),
                    float4(0.,s,c,0.),
                    float4(0.,0.,0.,1.));
}
#endif

Use:

<matrix<float, 4, 4>> rotate4dX(<float> radians)

Check it on Github


#ifndef FNC_ROTATE4DX
#define FNC_ROTATE4DX
matrix<float, 4, 4> rotate4dX(const float r){
    return matrix<float, 4, 4>(float4(1.,0.,0.,0),
                float4(0.,cos(r),-sin(r),0.),
                float4(0.,sin(r),cos(r),0.),
                float4(0.,0.,0.,1.));
}
#endif

Check it on Github


fn rotate4dX(r: f32) -> mat4x4<f32> {
    return mat4x4<f32> (vec4f(1.,0.,0.,0),
                        vec4f(0.,cos(r),-sin(r),0.),
                        vec4f(0.,sin(r),cos(r),0.),
                        vec4f(0.,0.,0.,1.));
}

Licenses

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

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