glm/test/gtx/gtx_simd_vec4.cpp

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2010-09-16
// Updated : 2010-09-16
// Licence : This source is under MIT licence
// File : test/gtx/simd-vec4.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/glm.hpp>
#include <glm/gtx/simd_vec4.hpp>
#include <cstdio>
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#if(GLM_ARCH != GLM_ARCH_PURE)
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int main()
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{
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glm::simdVec4 A1(0.0f, 0.1f, 0.2f, 0.3f);
glm::simdVec4 B1(0.4f, 0.5f, 0.6f, 0.7f);
glm::simdVec4 C1 = A1 + B1;
glm::simdVec4 D1 = A1.swizzle<glm::X, glm::Z, glm::Y, glm::W>();
glm::simdVec4 E1(glm::vec4(1.0f));
glm::vec4 F1 = glm::vec4_cast(E1);
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//glm::vec4 G1(E1);
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//printf("A1(%2.3f, %2.3f, %2.3f, %2.3f)\n", A1.x, A1.y, A1.z, A1.w);
//printf("B1(%2.3f, %2.3f, %2.3f, %2.3f)\n", B1.x, B1.y, B1.z, B1.w);
//printf("C1(%2.3f, %2.3f, %2.3f, %2.3f)\n", C1.x, C1.y, C1.z, C1.w);
//printf("D1(%2.3f, %2.3f, %2.3f, %2.3f)\n", D1.x, D1.y, D1.z, D1.w);
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return 0;
}
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#else
int main()
{
int Error = 0;
return Error;
}
#endif//(GLM_ARCH != GLM_ARCH_PURE)