I was having a discussion a day ago with @analog perch, so I want to continue my dumb questions starting from this message #1064581837055348857 message if its possible 🙂
quote
In a 2D plane, quats are very simple:q.x = sin(theta/2) * axis.x q.y = sin(theta/2) * axis.y q.z = sin(theta/2) * axis.z q.w = cos(theta/2)
Depending on the flat plane you're using, it's only 2 values which should be non-zero, XYZ and W.
quote end
What is axis here?
I've read all your messages carefully and as far as I can understand: the main thing I need to return from vertex shader is SV_POSITION which is float4 (or half4) value. In vertex shader it stands for vertex clip space position and in fragment shader it stands for pixel location on screen.
If I right then can you explain why this is 4-sized component value? What w stands for?
Sorry if this thread irrelevant for dots forum.