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@h3r
Last active May 23, 2020 13:12
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GLSL Matrix operations polyfill
/*
None of this code has been made by me and just collected those snippets from many sources
across the internet. I haven't saved any of the original author names and all the credits
should go to them.
HPlass (hermann.plass@gmail.com) - 2020
*/
/*
* ████████╗██████╗ █████╗ ███╗ ██╗███████╗██████╗ ██████╗ ███████╗███████╗
* ╚══██╔══╝██╔══██╗██╔══██╗████╗ ██║██╔════╝██╔══██╗██╔═══██╗██╔════╝██╔════╝
* ██║ ██████╔╝███████║██╔██╗ ██║███████╗██████╔╝██║ ██║███████╗█████╗
* ██║ ██╔══██╗██╔══██║██║╚██╗██║╚════██║██╔═══╝ ██║ ██║╚════██║██╔══╝
* ██║ ██║ ██║██║ ██║██║ ╚████║███████║██║ ╚██████╔╝███████║███████╗
* ╚═╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═══╝╚══════╝╚═╝ ╚═════╝ ╚══════╝╚══════╝
*/
mat2 transpose(mat2 inMatrix) {
vec2 i0 = inMatrix[0];
vec2 i1 = inMatrix[1];
mat2 outMatrix;
outMatrix[0] = vec2(i0.x, i1.x);
outMatrix[1] = vec2(i0.y, i1.y);
return outMatrix;
}
mat3 transpose(mat3 inMatrix) {
vec3 i0 = inMatrix[0];
vec3 i1 = inMatrix[1];
vec3 i2 = inMatrix[2];
mat3 outMatrix;
outMatrix[0] = vec3(i0.x, i1.x, i2.x);
outMatrix[1] = vec3(i0.y, i1.y, i2.y);
outMatrix[2] = vec3(i0.z, i1.z, i2.z);
return outMatrix;
}
mat4 transpose(mat4 inMatrix) {
highp vec4 i0 = inMatrix[0];
highp vec4 i1 = inMatrix[1];
highp vec4 i2 = inMatrix[2];
highp vec4 i3 = inMatrix[3];
mat4 outMatrix;
outMatrix[0] = vec4(i0.x, i1.x, i2.x, i3.x);
outMatrix[1] = vec4(i0.y, i1.y, i2.y, i3.y);
outMatrix[2] = vec4(i0.z, i1.z, i2.z, i3.z);
outMatrix[3] = vec4(i0.w, i1.w, i2.w, i3.w);
return outMatrix;
}
/*
* ██╗███╗ ██╗██╗ ██╗███████╗██████╗ ███████╗███████╗
* ██║████╗ ██║██║ ██║██╔════╝██╔══██╗██╔════╝██╔════╝
* ██║██╔██╗ ██║██║ ██║█████╗ ██████╔╝███████╗█████╗
* ██║██║╚██╗██║╚██╗ ██╔╝██╔══╝ ██╔══██╗╚════██║██╔══╝
* ██║██║ ╚████║ ╚████╔╝ ███████╗██║ ██║███████║███████╗
* ╚═╝╚═╝ ╚═══╝ ╚═══╝ ╚══════╝╚═╝ ╚═╝╚══════╝╚══════╝
*/
float inverse(float m) {
return 1.0 / m;
}
mat2 inverse(mat2 m) {
float det = (m[0][0]*m[1][1] - m[0][1]*m[1][0]);
return mat2(m[1][1],-m[0][1],
-m[1][0], m[0][0]) / det;
}
mat3 inverse(mat3 m) {
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
}
mat4 inverse(mat4 m) {
float
a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],
a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],
a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],
a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],
b00 = a00 * a11 - a01 * a10,
b01 = a00 * a12 - a02 * a10,
b02 = a00 * a13 - a03 * a10,
b03 = a01 * a12 - a02 * a11,
b04 = a01 * a13 - a03 * a11,
b05 = a02 * a13 - a03 * a12,
b06 = a20 * a31 - a21 * a30,
b07 = a20 * a32 - a22 * a30,
b08 = a20 * a33 - a23 * a30,
b09 = a21 * a32 - a22 * a31,
b10 = a21 * a33 - a23 * a31,
b11 = a22 * a33 - a23 * a32,
det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
return mat4(
a11 * b11 - a12 * b10 + a13 * b09,
a02 * b10 - a01 * b11 - a03 * b09,
a31 * b05 - a32 * b04 + a33 * b03,
a22 * b04 - a21 * b05 - a23 * b03,
a12 * b08 - a10 * b11 - a13 * b07,
a00 * b11 - a02 * b08 + a03 * b07,
a32 * b02 - a30 * b05 - a33 * b01,
a20 * b05 - a22 * b02 + a23 * b01,
a10 * b10 - a11 * b08 + a13 * b06,
a01 * b08 - a00 * b10 - a03 * b06,
a30 * b04 - a31 * b02 + a33 * b00,
a21 * b02 - a20 * b04 - a23 * b00,
a11 * b07 - a10 * b09 - a12 * b06,
a00 * b09 - a01 * b07 + a02 * b06,
a31 * b01 - a30 * b03 - a32 * b00,
a20 * b03 - a21 * b01 + a22 * b00) / det;
}
/*
* ██████╗ ██████╗ ████████╗ █████╗ ████████╗███████╗
* ██╔══██╗██╔═══██╗╚══██╔══╝██╔══██╗╚══██╔══╝██╔════╝
* ██████╔╝██║ ██║ ██║ ███████║ ██║ █████╗
* ██╔══██╗██║ ██║ ██║ ██╔══██║ ██║ ██╔══╝
* ██║ ██║╚██████╔╝ ██║ ██║ ██║ ██║ ███████╗
* ╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚══════╝
*/
vec4 rotateX (vec4 vertex, float degrees){
float alpha = degrees * PI / 180.0;
float sina = sin(alpha);
float cosa = sin(alpha);
mat2 m = mat2(cosa, -sina, sina, cosa);
return vec4( m * vertex.yz, vertex.xw).zyxw;
}
vec4 rotateY (vec4 vertex, float degrees){
float alpha = degrees * PI / 180.0;
float sina = sin(alpha);
float cosa = sin(alpha);
mat2 m = mat2(cosa, -sina, sina, cosa);
return vec4( m * vertex.xz, vertex.yw).xzyw;
}
vec4 rotateZ (vec4 vertex, float degrees){
float alpha = degrees * PI / 180.0;
float sina = sin(alpha);
float cosa = sin(alpha);
mat2 m = mat2(cosa, -sina, sina, cosa);
return vec4( m * vertex.xy, vertex.zw).xyzw;
}
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