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Nov 21st, 2017
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  1. #version 330
  2. in vec2 v_coord;
  3. in vec2 v_texcoord;
  4. out vec2 f_texcoord;
  5. uniform mat4 mvp;
  6. uniform vec2 pivot;
  7. uniform float angle
  8. void main() {
  9. // Convert to radians. Radians suck.
  10. float angle2 = angle * PI / 180;
  11. float cos = cos(angle2);
  12. float sin = sin(angle2);
  13. float dx = v_coord.x - pivot.x;
  14. float dy = v_coord.y - pivot.y;
  15. float x = cos * dx - sin * dy + pivot.x;
  16. float y = sin * dx + cos * dy + pivot.x;
  17. gl_Position = mvp * vec4(x, y, 1.0, 1.0);
  18. f_texcoord = v_texcoord;
  19. }
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