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real3 localX = real3(c * x * a - 1, sz * b, c); |
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real3 localY = real3(b, y * ya - sz, y); |
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// Note: due to the quaternion formulation, the generated frame is rotated by 180 degrees, |
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// s.t. if localZ = {0, 0, 1}, then localX = {-1, 0, 0} and localY = {0, -1, 0}. |
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return real3x3(localX, localY, localZ); |
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} |
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