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== Transformations ==
=== Rotation matrix ===
<pre>
mat4 rotate(float a, vec3 v)
{
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}
</pre>
▲Source: https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml
=== Translation matrix ===
<pre>
mat4 translate(vec3 v)
{
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}
</pre>
▲Source: https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml
== Noise ==
=== vec2 -> float ===
<pre>
// 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);
}
</pre>
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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); }