lygia
/space
/eulerView
)Create a view matrix from camera position and camera rotation (euler angles)
Dependencies:
lygia
/math
/rotate3dX
.glsl
lygia
/math
/rotate3dY
.glsl
lygia
/math
/rotate3dZ
.glsl
lygia
/space
/translate
.glsl
Use:
<mat4> eulerView(in <vec3> position, in <vec3> euler)
#ifndef FNC_EULERVIEW
#define FNC_EULERVIEW
mat4 eulerView(vec3 position, vec3 euler) {
mat3 rotZ = rotate3dZ(euler.z);
mat3 rotX = rotate3dX(euler.x);
mat3 rotY = rotate3dY(euler.y);
mat3 identity = mat3(1.0);
mat3 rotation = rotY * rotX * rotZ * identity;
return translate(rotation, position);
}
#endif
Dependencies:
lygia
/math
/rotate3dX
.glsl
lygia
/math
/rotate3dY
.glsl
lygia
/math
/rotate3dZ
.glsl
lygia
/space
/translate
.glsl
Use:
<float4x4> eulerView(in <float3> position, in <float3> euler)
#ifndef FNC_EULERVIEW
#define FNC_EULERVIEW
float4x4 eulerView(float3 position, float3 euler) {
float3x3 rotZ = rotate3dZ(euler.z);
float3x3 rotX = rotate3dX(euler.x);
float3x3 rotY = rotate3dY(euler.y);
float3x3 identity = float3x3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
float3x3 rotation = mul(rotY, mul(rotX, mul(rotZ, identity)));
return translate(rotation, position);
}
#endif
MIT License (MIT) Copyright (c) 2024 Shadi EL Hajj
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