Searched refs:rotation1 (Results 1 – 2 of 2) sorted by relevance
180 final double rotation1 = turbulencePhase * PI_ROTATE_RIGHT + 1.7 * Math.PI; in setNoisePhase() local182 (float) Math.cos(rotation1), (float) Math.sin(rotation1) in setNoisePhase()
106 const float rotation1 = turbulencePhase * PI_ROTATE_RIGHT + 1.7 * PI; in draw() local107 setUniform2f(effectBuilder, "in_tRotation1", cos(rotation1), sin(rotation1)); in draw()