GLSL snippets: Difference between revisions
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== Transformations == |
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=== Rotation matrix === |
=== Rotation matrix === |
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<pre> |
<pre> |
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mat4 rotate(float a, vec3 v) |
mat4 rotate(float a, vec3 v) |
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{ |
{ |
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} |
} |
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</pre> |
</pre> |
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=== Translation matrix === |
=== Translation matrix === |
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<pre> |
<pre> |
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mat4 translate(vec3 v) |
mat4 translate(vec3 v) |
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{ |
{ |
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} |
} |
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</pre> |
</pre> |
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== Noise == |
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=== vec2 -> float === |
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<pre> |
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// https://stackoverflow.com/questions/12964279/whats-the-origin-of-this-glsl-rand-one-liner |
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float rand(vec2 co) |
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{ |
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return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); |
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} |
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</pre> |
Revision as of 20:46, 13 December 2019
Transformations
Rotation matrix
// https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml mat4 rotate(float a, vec3 v) { float c = cos(a); vec3 ci = (1. - c) * v; vec3 s = sin(a) * v; return mat4( ci.x * v.x + c, ci.x * v.y + s.z, ci.x * v.z - s.y, 0, ci.y * v.x - s.z, ci.y * v.y + c, ci.y * v.z + s.x, 0, ci.z * v.x + s.y, ci.z * v.y - s.x, ci.z * v.z + c, 0, 0, 0, 0, 1 ); }
Translation matrix
// https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml mat4 translate(vec3 v) { return mat4( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, v.x, v.y, v.z, 1 ); }
Noise
vec2 -> float
// https://stackoverflow.com/questions/12964279/whats-the-origin-of-this-glsl-rand-one-liner float rand(vec2 co) { return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); }