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Shader/math ref, curvilinear coords: 2D (x, y) cartesian -> polar coordinates: > (distance ρ, angle θ); 3D (x, y, z) world -> spherical coordinates: > (distance ρ, elevation φ, azimuth θ) ρ = length(pos); φ = acos(pos.z / ρ); θ = atan2(pos.y, pos.x); #gamedev #realtimevfx
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