Searched refs:rotation3 (Results 1 – 2 of 2) sorted by relevance
182 final double rotation3 = turbulencePhase * PI_ROTATE_RIGHT + 2.75 * Math.PI; in setNoisePhase() local184 (float) Math.cos(rotation3), (float) Math.sin(rotation3)); in setNoisePhase()
110 const float rotation3 = turbulencePhase * PI_ROTATE_RIGHT + 2.75 * PI; in draw() local111 setUniform2f(effectBuilder, "in_tRotation3", cos(rotation3), sin(rotation3)); in draw()