<divclass="textblock"><p>GLM comes very close to replicating GLSL, but it is not exact. Here is a list of differences between GLM and GLSL:</p>
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<pclass="startli">Precision qualifiers. In GLSL numeric types can have qualifiers that define the precision of that type. While OpenGL's GLSL ignores these qualifiers, OpenGL ES's version of GLSL uses them.</p>
<p>C++ has no language equivalent to precision qualifiers. Instead, GLM provides a set of typedefs for each kind of precision qualifier and type. These types can be found in <aclass="el"href="a00139.html">their own section</a>.</p>
<pclass="endli">Functions that take types tend to be templated on those types, so they can take these qualified types just as well as the regular ones. </p>