Original Post
How exactly are sin/cos supposed to work in HLSL? I'm getting two very different results from what looks like the same code: The above results in the same value for windUV for each vertex. The above works as expected. ?
float theta = 0;
windUV.x = cos(theta) * worldPos.x - sin(theta) * worldPos.y;
windUV.y = sin(theta) * worldPos.x + cos(theta) * worldPos.y;
windUV.x = cos(0) * worldPos.x - sin(0) * worldPos.y;
windUV.y = sin(0) * worldPos.x + cos(0) * worldPos.y;