LYGIA Shader Library

rotateZ (lygia/v1.1.6/space/rotateZ)

rotate a 2D space by a radian angle

Dependencies:

Use:

rotateZ(<vec3|vec4> pos, float radian [, vec3 center])

Check it on Github



#ifndef FNC_ROTATEZ
#define FNC_ROTATEZ
vec4 rotateZ(in vec4 v, in float r, in vec4 c) {
    return rotate4dZ(r) * (v - c) + c;
}

vec4 rotateZ(in vec4 v, in float r) {
    #ifdef CENTER_4D
    return rotate4dZ(r) * (v - CENTER_3D) + CENTER_3D;
    #else
    return rotate4dZ(r) * v;
    #endif
}

vec3 rotateZ(in vec3 v, in float r, in vec3 c) {
    return (rotate4dZ(r) * vec4(v - c, 0.0) ).xyz + c;
}

vec3 rotateZ(in vec3 v, in float r) {
    #ifdef CENTER_3D
    return (rotate4dZ(r) * vec4(v - CENTER_3D, 0.0)).xyz + CENTER_3D;
    #else
    return (rotate4dZ(r) * vec4(v, 0.0)).xyz;
    #endif
}
#endif

Dependencies:

Use:

rotateZ(<float3|float4> pos, float radian [, float3 center])

Check it on Github



#ifndef FNC_ROTATEZ
#define FNC_ROTATEZ
float3 rotateZ(in float3 pos, in float radian, in float3 center) {
    return mul(rotate4dZ(radian), float4(pos - center, 0.) ).xyz + center;
}

float3 rotateZ(in float3 pos, in float radian) {
    #ifdef CENTER_3D
    return rotateZ(pos, radian, CENTER_3D);
    #else
    return rotateZ(pos, radian, float3(0.0, 0.0, 0.0));
    #endif
}
#endif

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