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#version 120 uniform float angle; void main(void) { mat4 RotationMatrix = mat4(cos(angle), -sin(angle), 0.0, 0.0, sin(angle), cos(angle), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0); gl_Position = gl_ModelViewProjectionMatrix * RotationMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; }