Implement translation rotation zoom using uniform buffers, improvement?

This commit is contained in:
2021-02-25 04:14:52 +01:00
parent 32bfab2e02
commit 37e26dcb07
6 changed files with 76 additions and 12 deletions
+17 -2
View File
@@ -10,10 +10,25 @@ uniform float zoom;
uniform vec2 translation;
uniform float rotation;
vec2 tran(vec2 v)
{
return (v - translation);
}
vec2 rot(vec2 v)
{
return vec2 ( v.x * cos(-rotation) - v.y * sin(-rotation)
, v.x * sin(-rotation) + v.y * cos(-rotation)
);
}
vec2 scal(vec2 v)
{
return vec2 ( 2 * v.x * zoom / winSize.x
, 2 * v.y * zoom / winSize.y
);
}
void main()
{
gl_Position = vec4(position,1);
//gl_Position = vec4(0,0,0,1);
gl_Position = vec4(scal(rot(tran(position.xy))),position.z,1);
vColor = color;
vRad = rad;
}