LYGIA Shader Library

rotate4dZ (lygia/math/rotate4dZ)

returns a 4x4 rotation matrix

Use:

<mat4> rotate4dZ(<float> radians)

Check it on Github


#ifndef FNC_ROTATE4DZ
#define FNC_ROTATE4DZ
mat4 rotate4dZ(in float r){
    float c = cos(r);
    float s = sin(r);
    return mat4(vec4(cos(r),sin(r),0.,0),
                vec4(-sin(r),cos(r),0.,0.),
                vec4(0.,0.,1.,0.),
                vec4(0.,0.,0.,1.));
}
#endif

Use:

<float4x4> rotate4dZ(<float> radians)

Check it on Github


#ifndef FNC_ROTATE4DZ
#define FNC_ROTATE4DZ
float4x4 rotate4dZ(in float r){
    float c = cos(r);
    float s = sin(r);
    return float4x4(float4(c,-s,0.,0),
                    float4(s,c,0.,0.),
                    float4(0.,0.,1.,0.),
                    float4(0.,0.,0.,1.));
}
#endif

Use:

<matrix<float, 4, 4>> rotate4dZ(<float> radians)

Check it on Github


#ifndef FNC_ROTATE4DZ
#define FNC_ROTATE4DZ
matrix<float, 4, 4> rotate4dZ(float r){
    return matrix<float, 4, 4>(float4(cos(r),-sin(r),0.,0),
                float4(sin(r),cos(r),0.,0.),
                float4(0.,0.,1.,0.),
                float4(0.,0.,0.,1.));
}
#endif

Check it on Github


fn rotate4dZ(r: f32) -> mat4x4<f32> {
    return mat4x4<f32>( vec4f(cos(r),-sin(r),0.,0),
                        vec4f(sin(r),cos(r),0.,0.),
                        vec4f(0.,0.,1.,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.

Get the latest news and releases

Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository