Searched refs:PI_ROTATE_LEFT (Results 1 – 2 of 2) sorted by relevance
125 private static final double PI_ROTATE_LEFT = Math.PI * -0.0078125; field in RippleShader178 final double rotation2 = turbulencePhase * PI_ROTATE_LEFT + 2 * Math.PI; in setNoisePhase()
108 const float rotation2 = turbulencePhase * PI_ROTATE_LEFT + 2 * PI; in draw()121 static constexpr float PI_ROTATE_LEFT = PI * -0.0078125; variable