matrixScale(&wTransform, 1.0f, 1.0f, 1.0f / w->screen->width); matrixTranslate(&wTransform, WIN_REAL_X(w) + WIN_REAL_WIDTH(w) / 2.0f, 0.0f, 0.0f); matrixRotate(&wTransform, rotateAngle, 0.0f, 1.0f, 0.0f); matrixScale(&wTransform, animScaleX, animScaleY, 1.0f); matrixTranslate(&wTransform, -(WIN_REAL_X(w) + WIN_REAL_WIDTH(w) / 2.0f), 0.0f, 0.0f);