In shaders, you don't move shapes — you transform the coordinate space and the shapes come along for the ride. A 2D rotation matrix mat2(cos, -sin, sin, cos) spins the entire coordinate system around the origin. Apply it to your UVs before evaluating an SDF, and the shape appears rotated. To rotate around a specific point instead of the center, translate first by subtracting an offset, then rotate. Animating the angle with iTime makes shapes spin continuously.
Key Concepts
mat2 rotation
cos/sin
coordinate transform order
multiple transforms
Try this shader live in the Shader Sandbox editor with real-time preview.