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Computes the inverse transpose of the matrix product of given 4x4 matrix uniforms, i.e. transpose(invert(view * model))
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Constructs a orthographic projection matrix for using 2D screen coords, with origin in the top-left corner of the viewport. If a WebGL context is given, the its drawingBufferWidth
& drawingBufferHeight
values are used.
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Computes the inverse transpose of given 4x4 matrix uniform, i.e.
transpose(invert(m))
.