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Incremental work on improving swizzles.
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@ -56,21 +56,24 @@ namespace detail
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/*!
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/*!
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Template parameters:
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Template parameters:
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Type = type of scalar values (e.g. float, double)
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ValueType = type of scalar values (e.g. float, double)
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Class = class the swizzle is applies to (e.g. vector3f)
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VecType = class the swizzle is applies to (e.g. vector3f)
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N = number of components in the vector (e.g. 3)
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N = number of components in the vector (e.g. 3)
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E0...3 = what index the n-th element of this swizzle refers to
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E0...3 = what index the n-th element of this swizzle refers to
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*/
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*/
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template <typename Derived, typename Type, typename Class, int N, int E0, int E1, int E2, int E3, int DUPLICATE_ELEMENTS>
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template <typename DerivedType, typename ValueType, typename VecType, int N, int E0, int E1, int E2, int E3, int DUPLICATE_ELEMENTS>
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struct swizzle_base
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struct swizzle_base
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{
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{
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typedef Derived derived_type;
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typedef DerivedType derived_type;
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typedef VecType vec_type;
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typedef ValueType value_type;
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swizzle_base& operator= (const Class& that)
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swizzle_base& operator= (const VecType& that)
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{
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{
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static const int offset_dst[4] = { E0, E1, E2, E3 };
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static const int offset_dst[4] = { E0, E1, E2, E3 };
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Type t[N];
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// Make a copy of the data in this == &that
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ValueType t[N];
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for (int i = 0; i < N; ++i)
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for (int i = 0; i < N; ++i)
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t[i] = that[i];
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t[i] = that[i];
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for (int i = 0; i < N; ++i)
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for (int i = 0; i < N; ++i)
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@ -79,7 +82,7 @@ namespace detail
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return *this;
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return *this;
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}
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}
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swizzle_base& operator= (const Type& t)
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swizzle_base& operator= (const ValueType& t)
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{
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{
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static const int offset_dst[4] = { E0, E1, E2, E3 };
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static const int offset_dst[4] = { E0, E1, E2, E3 };
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@ -89,34 +92,80 @@ namespace detail
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return *this;
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return *this;
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}
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}
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void operator -= (const VecType& that)
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{
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static const int offset_dst[4] = { E0, E1, E2, E3 };
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ValueType t[N];
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for (int i = 0; i < N; ++i)
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t[i] = that[i];
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for (int i = 0; i < N; ++i)
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elem(offset_dst[i]) -= t[i];
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}
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void operator += (const VecType& that)
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{
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static const int offset_dst[4] = { E0, E1, E2, E3 };
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ValueType t[N];
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for (int i = 0; i < N; ++i)
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t[i] = that[i];
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for (int i = 0; i < N; ++i)
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elem(offset_dst[i]) += t[i];
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}
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void operator *= (const VecType& that)
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{
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static const int offset_dst[4] = { E0, E1, E2, E3 };
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ValueType t[N];
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for (int i = 0; i < N; ++i)
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t[i] = that[i];
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for (int i = 0; i < N; ++i)
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elem(offset_dst[i]) *= t[i];
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}
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void operator /= (const VecType& that)
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{
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static const int offset_dst[4] = { E0, E1, E2, E3 };
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ValueType t[N];
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for (int i = 0; i < N; ++i)
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t[i] = that[i];
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for (int i = 0; i < N; ++i)
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elem(offset_dst[i]) /= t[i];
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}
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protected:
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protected:
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Type& elem (size_t i) { return (reinterpret_cast<Type*>(_buffer))[i]; }
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value_type& elem (size_t i) { return (reinterpret_cast<value_type*>(_buffer))[i]; }
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const Type& elem (size_t i) const { return (reinterpret_cast<const Type*>(_buffer))[i]; }
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const value_type& elem (size_t i) const { return (reinterpret_cast<const value_type*>(_buffer))[i]; }
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// Use an opaque buffer to *ensure* the compiler doesn't call a constructor.
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// Use an opaque buffer to *ensure* the compiler doesn't call a constructor.
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// Otherwise, a vec4 containing all swizzles might end up with 1000s of
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// Otherwise, a vec4 containing all swizzles might end up with 1000s of
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// constructor calls
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// constructor calls
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char _buffer[sizeof(Type) * N];
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char _buffer[sizeof(value_type) * N];
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};
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};
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template <typename Derived, typename Type, typename Class, int N, int E0, int E1, int E2, int E3>
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template <typename DerivedType, typename ValueType, typename VecType, int N, int E0, int E1, int E2, int E3>
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struct swizzle_base<Derived, Type,Class,N,E0,E1,E2,E3,1>
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struct swizzle_base<DerivedType,ValueType,VecType,N,E0,E1,E2,E3,1>
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{
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{
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typedef Derived derived_type;
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typedef DerivedType derived_type;
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typedef VecType vec_type;
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typedef ValueType value_type;
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struct Stub {};
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struct Stub {};
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swizzle_base& operator= (const Stub& that) {}
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swizzle_base& operator= (const Stub& that) {}
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protected:
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protected:
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Type& elem (size_t i) { return (reinterpret_cast<Type*>(_buffer))[i]; }
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value_type& elem (size_t i) { return (reinterpret_cast<value_type*>(_buffer))[i]; }
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const Type& elem (size_t i) const { return (reinterpret_cast<const Type*>(_buffer))[i]; }
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const value_type& elem (size_t i) const { return (reinterpret_cast<const value_type*>(_buffer))[i]; }
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char _buffer[sizeof(Type) * N];
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char _buffer[sizeof(value_type) * N];
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};
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};
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//! Internal class for implementing swizzle operators
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//! Internal class for implementing swizzle operators
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template <typename T, typename P, int E0, int E1>
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template <typename T, typename P, int E0, int E1>
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struct swizzle2 : public swizzle_base<swizzle2<T,P,E0,E1>, T,P,2,E0,E1,0,0,(E0 == E1)>
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struct swizzle2 : public swizzle_base<swizzle2<T,P,E0,E1>,T,P,2,E0,E1,0,0,(E0 == E1)>
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{
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{
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using swizzle_base<swizzle2<T,P,E0,E1>,T,P,2,E0,E1,0,0,(E0 == E1)>::operator=;
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using swizzle_base<swizzle2<T,P,E0,E1>,T,P,2,E0,E1,0,0,(E0 == E1)>::operator=;
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P cast() const { return P(this->elem(E0), this->elem(E1)); }
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P cast() const { return P(this->elem(E0), this->elem(E1)); }
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@ -221,15 +270,49 @@ namespace detail
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return a OPERAND static_cast<const S0&>(b).cast(); \
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return a OPERAND static_cast<const S0&>(b).cast(); \
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}
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}
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#define _GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND)\
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template <typename T, typename P, int N, typename S0, int E0, int E1, int E2, int E3, int D0> \
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typename P operator OPERAND ( \
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const glm::detail::swizzle_base<S0,T,P,N,E0,E1,E2,E3,D0>& a, \
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const typename T& b) \
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{ \
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return static_cast<const S0&>(a).cast() OPERAND b; \
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} \
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\
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template <typename T, typename P, int N, typename S0, int E0, int E1, int E2, int E3, int D0> \
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typename P operator OPERAND ( \
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const typename T& a, \
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const glm::detail::swizzle_base<S0,T,P,N,E0,E1,E2,E3,D0>& b) \
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{ \
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return a OPERAND static_cast<const S0&>(b).cast(); \
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}
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//
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// To prevent the C++ syntax from getting *completely* overwhelming, define some alias macros
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//
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#define _GLM_SWIZZLE_TEMPLATE1 template <typename T, typename P, int N, typename S0, int E0, int E1, int E2, int E3, int D0>
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#define _GLM_SWIZZLE_TEMPLATE2 template <typename T, typename P, int N, typename S0, int E0, int E1, int E2, int E3, int D0, typename S1,int F0, int F1, int F2, int F3, int D1>
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#define _GLM_SWIZZLE_TYPE1 glm::detail::swizzle_base<S0,T,P,N,E0,E1,E2,E3,D0>
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#define _GLM_SWIZZLE_TYPE2 glm::detail::swizzle_base<S1,T,P,N,F0,F1,F2,F3,D1>
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_GLM_SWIZZLE_TEMPLATE1 typename S0::vec_type operator- (typename S0::value_type a, const _GLM_SWIZZLE_TYPE1& b) { return a - b; }
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_GLM_SWIZZLE_BINARY_OPERATOR_IMPLEMENTATION(+)
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_GLM_SWIZZLE_BINARY_OPERATOR_IMPLEMENTATION(+)
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_GLM_SWIZZLE_BINARY_OPERATOR_IMPLEMENTATION(-)
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_GLM_SWIZZLE_BINARY_OPERATOR_IMPLEMENTATION(-)
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_GLM_SWIZZLE_BINARY_OPERATOR_IMPLEMENTATION(*)
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_GLM_SWIZZLE_BINARY_OPERATOR_IMPLEMENTATION(*)
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_GLM_SWIZZLE_BINARY_OPERATOR_IMPLEMENTATION(/)
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_GLM_SWIZZLE_BINARY_OPERATOR_IMPLEMENTATION(/)
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_GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(*)
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}//namespace detail
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}//namespace detail
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}//namespace glm
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}//namespace glm
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namespace glm
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{
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/*_GLM_SWIZZLE_TEMPLATE2 typename S0::value_type dot (const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE2& b) { return dot(a.cast(), b.cast()); }
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_GLM_SWIZZLE_TEMPLATE1 typename S0::value_type dot (const _GLM_SWIZZLE_TYPE1& a, const typename S0::vec_type& b) { return dot(a.cast(), b); }
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_GLM_SWIZZLE_TEMPLATE1 typename S0::value_type dot (const typename S0::vec_type& a, const _GLM_SWIZZLE_TYPE1& b) { return dot(a, b.cast()); }*/
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}
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#define _GLM_SWIZZLE2_2_MEMBERS(T,P,E0,E1) \
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#define _GLM_SWIZZLE2_2_MEMBERS(T,P,E0,E1) \
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@ -239,14 +239,20 @@ vec4 grad4(float j, vec4 ip)
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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vec4 p,s;
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vec4 p,s;
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p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
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auto t1 = abs(p.xyz);
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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auto t2 = ones.xyz;
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auto t3 = dot(t1, t2);
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auto t0 = dot(abs(p.xyz), ones.xyz);
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p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0f) * ip.z - 1.0f;
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p.w = 1.5f - dot(abs(p.xyz), ones.xyz);
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s = vec4(lessThan(p, vec4(0.0)));
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s = vec4(lessThan(p, vec4(0.0)));
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p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
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p.xyz = p.xyz + (s.xyz*2.0f - 1.0f) * s.www;
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return p;
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return p;
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}
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}
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float snoise(vec4 v)
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float snoise(vec4 v)
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{
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{
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const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
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const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
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@ -269,12 +275,12 @@ float snoise(vec4 v)
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vec3 isYZ = step( x0.zww, x0.yyz );
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vec3 isYZ = step( x0.zww, x0.yyz );
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// i0.x = dot( isX, vec3( 1.0 ) );
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// i0.x = dot( isX, vec3( 1.0 ) );
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i0.x = isX.x + isX.y + isX.z;
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i0.x = isX.x + isX.y + isX.z;
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i0.yzw = 1.0 - isX;
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i0.yzw = 1.0f - isX;
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// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
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// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
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i0.y += isYZ.x + isYZ.y;
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i0.y += isYZ.x + isYZ.y;
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i0.zw += 1.0 - isYZ.xy;
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i0.zw += 1.0f - isYZ.xy;
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i0.z += isYZ.z;
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i0.z += isYZ.z;
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i0.w += 1.0 - isYZ.z;
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i0.w += 1.0f - isYZ.z;
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// i0 now contains the unique values 0,1,2,3 in each channel
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// i0 now contains the unique values 0,1,2,3 in each channel
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vec4 i3 = clamp( i0, 0.0, 1.0 );
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vec4 i3 = clamp( i0, 0.0, 1.0 );
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@ -319,8 +325,8 @@ float snoise(vec4 v)
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p4 *= taylorInvSqrt(dot(p4,p4));
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p4 *= taylorInvSqrt(dot(p4,p4));
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// Mix contributions from the five corners
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// Mix contributions from the five corners
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vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
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vec3 m0 = max(0.6f - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
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vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
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vec2 m1 = max(0.6f - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
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m0 = m0 * m0;
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m0 = m0 * m0;
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m1 = m1 * m1;
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m1 = m1 * m1;
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return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
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return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
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