I\'m following this tutorial to learn something more about OpenGL and in particular point sprites. But I\'m stuck on one of the exercises at the end of the page:
I was stuck in the same problem too, but I found a tutorial that explain how to perform a 2d texture rotation in the same fragment shader with only with passing the rotate value (vRotation).
#version 130
uniform sampler2D tex;
varying float vRotation;
void main(void)
{
float mid = 0.5;
vec2 rotated = vec2(cos(vRotation) * (gl_PointCoord.x - mid) + sin(vRotation) * (gl_PointCoord.y - mid) + mid,
cos(vRotation) * (gl_PointCoord.y - mid) - sin(vRotation) * (gl_PointCoord.x - mid) + mid);
vec4 rotatedTexture=texture2D(tex, rotated);
gl_FragColor = gl_Color * rotatedTexture;
}
Maybe this method is slow but is only to prove/show that you have an alternative to perform a texture 2D rotation inside fragment shader instead of passing a Matrix.
Note: vRotation should be in Radians.
Cheers,