Skip to content

Instantly share code, notes, and snippets.

@humbletim
Created February 23, 2015 04:40
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save humbletim/848e9069c943dd110d5d to your computer and use it in GitHub Desktop.
Save humbletim/848e9069c943dd110d5d to your computer and use it in GitHub Desktop.
GLM Example - GLSL
mat4 rotationMatrix(vec3 axis, float angle);
void main(void)
{
mat4 mrot = rotationMatrix(vec3(0.0,1.0,0.0), radians(45.0));
mat4 m1 = mat4(1.0);
mat4 m2 = mat4(2.0);
mat4 m3 = m1 * m2;
m3 *= mrot;
vec2 uv = gl_FragCoord.xy / iResolution.xy;
gl_FragColor = m3 * vec4(uv,0.5+0.5*sin(iGlobalTime),1.0);
}
mat4 rotationMatrix(vec3 axis, float angle)
{
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
0.0, 0.0, 0.0, 1.0);
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment