vec2 rotate_uv(vec2 uv, vec2 center, float rotation, bool use_degrees){ float _angle = rotation; if(use_degrees){ _angle = rotation * (3.1415926/180.0); } vec2 _delta = uv - center; float _x = cos(_angle) * _delta.x - sin(_angle) * _delta.y; float _y = sin(_angle) * _delta.x + cos(_angle) * _delta.y; return vec2(_x + center.x, _y + center.y); }