4 ms·
This is fun -- getting very trippy results by changing around some of the constants... vec3 rotate(vec3 r, float v){ return vec3(v*0.1*r.x*cos(v)+r.z*sin(v)
by ngcazz 9y ago
This is fun -- getting very trippy results by changing around some of the constants...
vec3 rotate(vec3 r, float v){ return vec3(v*0.1*r.x*cos(v)+r.z*sin(v),r.y,r.z*cos(v)-r.x*sin(v));}
- itomato 9y agoWolfenstein 3DMT