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//rotate 2d vector | |
vec2 rotateUV(vec2 uv, float angle) | |
{ | |
float rad = angle*(3.14159265359/180.0); | |
float c = cos(rad); | |
float s = sin(rad); | |
return vec2( uv.x * c - uv.y * s, uv.x * s + uv.y * c); | |
} | |
//get a triplanar interpolated texture look up |
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
//varying vec2 vTexCoord; | |
varying vec2 vScreenPos2; | |
void VS() | |
{ |