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///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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2014-12-19 22:54:25 +00:00
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/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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2014-11-25 23:27:12 +00:00
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/// Restrictions:
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/// By making use of the Software for military purposes, you choose to make
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/// a Bunny unhappy.
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///
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2013-12-24 05:19:45 +00:00
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @ref core
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/// @file glm/mat3x4.hpp
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/// @date 2013-12-24 / 2013-12-24
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/// @author Christophe Riccio
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///////////////////////////////////////////////////////////////////////////////////
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2014-07-13 23:48:27 +00:00
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#pragma once
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2013-12-24 09:41:59 +00:00
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#include "detail/type_mat3x4.hpp"
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2014-01-11 21:35:19 +00:00
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namespace glm
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{
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/// 3 columns of 4 components matrix of low precision floating-point numbers.
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/// There is no guarantee on the actual precision.
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///
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
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typedef tmat3x4<float, lowp> lowp_mat3x4;
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/// 3 columns of 4 components matrix of medium precision floating-point numbers.
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/// There is no guarantee on the actual precision.
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///
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
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typedef tmat3x4<float, mediump> mediump_mat3x4;
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/// 3 columns of 4 components matrix of high precision floating-point numbers.
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/// There is no guarantee on the actual precision.
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///
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
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typedef tmat3x4<float, highp> highp_mat3x4;
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}//namespace glm
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