a_position.x * u_rotation.y + a_position.y * u_rotation.x, a_position.y * u_rotation.y - a_position.x * u_rotation.x); // Add in the translation.
This post is a continuation of a series of posts about WebGL. The first started with fundamentals and the previous was about translating geometry. I'm going to admit right up front I have no idea if ...
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