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https://github.com/patriciogonzalezvivo/thebookofshaders
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36 lines
1.0 KiB
Markdown
36 lines
1.0 KiB
Markdown
## Mat4
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4x4 floating point matrix
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### Declaration
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```glsl
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mat4 aMat4 = mat4(1.0, 0.0, 0.0, 0.0, // 1. column
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0.0, 1.0, 0.0, 0.0, // 2. column
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0.0, 0.0, 1.0, 0.0, // 3. column
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0.0, 0.0, 0.0, 1.0); // 4. column
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mat4 bMat4 = mat4(1.0);
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mat4 cMat4 = mat4(aVec4, bVec4, cVec4, dVec4);
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mat4 dMat4 = mat4(aVec4, aVec3, bVec4, cVec4, aFloat);
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```
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### Description
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```mat4``` data type is compose for a 4x4 matrix of floating point. As you can see above, can be initialize in different ways:
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- Providing a value for each component column by column.
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- Providing one value that is used for the components on the main diagonal.
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- Providing a combination of vectors and scalars.
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In the same way data can be accessed component-wise or column by column:
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```glsl
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aMat4[3][3] = 1.0;
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float aFloat = aMat4[3][3];
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aMat4[0] = vec4(1.0);
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vec4 aVec4 = aMat4[0];
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```
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### See Also
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[mat2](index.html#mat2.md), [mat3](index.html#mat3.md), [matrixCompMult()](index.html#matrixCompMult.md) |