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- #version 330
- in vec2 v_coord;
- in vec2 v_texcoord;
- out vec2 f_texcoord;
- uniform mat4 mvp;
- uniform vec2 pivot;
- uniform float angle
- void main() {
- // Convert to radians. Radians suck.
- float angle2 = angle * PI / 180;
- float cos = cos(angle2);
- float sin = sin(angle2);
- float dx = v_coord.x - pivot.x;
- float dy = v_coord.y - pivot.y;
- float x = cos * dx - sin * dy + pivot.x;
- float y = sin * dx + cos * dy + pivot.x;
- gl_Position = mvp * vec4(x, y, 1.0, 1.0);
- f_texcoord = v_texcoord;
- }
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