mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
84 lines
1.8 KiB
GLSL
84 lines
1.8 KiB
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.1415926535897932384626433832795
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#define PI_2 1.57079632679489661923
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#define PI_4 0.785398163397448309616
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#define PI180 .017453293
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float PHI = (1.0+sqrt(5.0))/2.0;
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float sind(float a){return sin(a * PI180);}
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float cosd(float a){return cos(a * PI180);}
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uniform vec2 u_resolution;
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uniform float u_time;
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mat2 rotate2D(float angle){
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return mat2(cos(angle),-sin(angle),
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sin(angle),cos(angle));
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}
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mat3 rotateX3D(float phi){
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return mat3(
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vec3(1.,0.,0.),
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vec3(0.,cos(phi),-sin(phi)),
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vec3(0.,sin(phi),cos(phi)));
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}
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mat4 rotateX4D(float phi){
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return mat4(
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vec4(1.,0.,0.,0),
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vec4(0.,cos(phi),-sin(phi),0.),
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vec4(0.,sin(phi),cos(phi),0.),
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vec4(0.,0.,0.,1.));
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}
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mat3 rotateY3D(float theta){
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return mat3(
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vec3(cos(theta),0.,-sin(theta)),
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vec3(0.,1.,0.),
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vec3(sin(theta),0.,cos(theta)));
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}
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mat4 rotateY4D(float theta){
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return mat4(
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vec4(cos(theta),0.,-sin(theta),0),
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vec4(0.,1.,0.,0.),
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vec4(sin(theta),0.,cos(theta),0.),
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vec4(0.,0.,0.,1.));
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}
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mat3 rotateZ3D(float psi){
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return mat3(
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vec3(cos(psi),-sin(psi),0.),
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vec3(sin(psi),cos(psi),0.),
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vec3(0.,0.,1.));
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}
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mat4 rotateZ4D(float psi){
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return mat4(
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vec4(cos(psi),-sin(psi),0.,0),
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vec4(sin(psi),cos(psi),0.,0.),
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vec4(0.,0.,1.,0.),
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vec4(0.,0.,0.,1.));
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}
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mat4 scale4D(float x, float y, float z){
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return mat4(
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vec4(x, 0.0, 0.0, 0.0),
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vec4(0.0, y, 0.0, 0.0),
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vec4(0.0, 0.0, z, 0.0),
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vec4(0.0, 0.0, 0.0, 1.0)
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);
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}
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mat4 translate4D(float x, float y, float z){
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return mat4(
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vec4(1.0, 0.0, 0.0, 0.0),
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vec4(0.0, 1.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(x, y, z, 1.0)
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);
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}
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