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| vec2 rotate(vec2 v, float a) { | |
| float s = sin(a); | |
| float c = cos(a); | |
| mat2 m = mat2(c, -s, s, c); | |
| return m * v; | |
| } |
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| mat4 rotationMatrix(vec3 axis, float angle) | |
| { | |
| axis = normalize(axis); | |
| float s = sin(angle); | |
| float c = cos(angle); | |
| float oc = 1.0 - c; | |
| return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, | |
| oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0, | |
| oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, |
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| var houses =[]; | |
| var result = []; | |
| function start() { | |
| inputes = [ | |
| /* "3#13#9", | |
| "12#7#16", | |
| "14#3#25", | |
| "19#18#22", |