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;