GLSL rotation functions with matrices: 2D and 3D (with X/Y/Z convenience functions) available both as ES modules strings and as GLSL files for use with glslify.
npm install glsl-rotate
import * as glslRotate from "glsl-rotate";
import * as glslConstants from "glsl-constants";
const shader = /* glsl */ `
${glslRotate.ROTATE}
${glslRotate.ROTATE_X}
${glslRotate.ROTATE_Y}
${glslRotate.ROTATE_Z}
${glslConstants.HALF_PI}
void main() {
// ...
vec2 p2d = vec2(1.0, 0.0);
vec3 p3d = vec3(1.0, 0.0, 0.0);
// 2d rotation
p2d = rotate(p2d, HALF_PI);
// 3d rotation
// arbitrary axis
vec3 axis = vec3(1.0, 0.0, 0.0);
vec3 p3dA = rotate(p3d, axis, HALF_PI);
// X/Y/Z axis
vec3 p3dX = rotateX(p3d, HALF_PI);
vec3 p3dY = rotateY(p3d, HALF_PI);
vec3 p3dZ = rotateZ(p3d, HALF_PI);
}`;
#pragma glslify: rotate = require(glsl-rotate/rotate)
#pragma glslify: rotateX = require(glsl-rotate/rotateX)
#pragma glslify: rotateY = require(glsl-rotate/rotateY)
#pragma glslify: rotateZ = require(glsl-rotate/rotateZ)
#pragma glslify: HALF_PI = require(glsl-constants/HALF_PI)
void main() {
vec2 p2d = vec2(1.0, 0.0);
vec3 p3d = vec3(1.0, 0.0, 0.0);
// 2d rotation
p2d = rotate(p2d, HALF_PI);
// 3d rotation
// arbitrary axis
vec3 axis = vec3(1.0, 0.0, 0.0);
vec3 p3dA = rotate(p3d, axis, HALF_PI);
// X/Y/Z axis
vec3 p3dX = rotateX(p3d, HALF_PI);
vec3 p3dY = rotateY(p3d, HALF_PI);
vec3 p3dZ = rotateZ(p3d, HALF_PI);
}
MIT. See license file.