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/* | |
vec3 rot = vec3( 90.0, 90.0, 0.0 ); | |
vec3 pos = position * scale; | |
vec3 norm = normal; | |
eulerRotation( rot * DEG2RAD, pos, norm ); | |
*/ | |
const float DEG2RAD = 0.01745329251; // PI / 180 | |
// Apply YXZ radian rotation |