lygia
/v1.1.6
/math
/rotate4dY
)returns a 4x4 rotation matrix
Use:
rotate4dY(<float> radians)
#ifndef FNC_ROTATE4DY
#define FNC_ROTATE4DY
mat4 rotate4dY(in float r){
return mat4(
vec4(cos(r),0.,-sin(r),0),
vec4(0.,1.,0.,0.),
vec4(sin(r),0.,cos(r),0.),
vec4(0.,0.,0.,1.));
}
#endif
Use:
rotate4dY(<float> radians)
#ifndef FNC_ROTATE4DY
#define FNC_ROTATE4DY
float4x4 rotate4dY(in float theta){
return float4x4(
float4(cos(theta),0.,-sin(theta),0),
float4(0.,1.,0.,0.),
float4(sin(theta),0.,cos(theta),0.),
float4(0.,0.,0.,1.));
}
#endif
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