I want to use
Matrix4 to represent uv transform in shader:
vec2 uv = (uvMatrix4 * vec4(vUv.xy, 0, 1)).xy;
How to set uv transform on
You may think why not use
Matrix3 is good but I need to multiply my matrix with a given matrix from other software. The software use
Matrix4 to represent uv transform and I don’t know how to extract the 3D matrix from 4D matrix.
It will be nice to know how to extract
Matrix3 from a
Matrix4 which only contains transform on x and y, then I don’ t need
Matrix4.setUvTranform any longer.