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Fix round test
Depending on the developer environment, the output of round for o.5 or -0.5 may be different (according to the GLSL spec). So the test was too restrictive.
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@ -639,7 +639,7 @@ namespace round_
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float A = glm::round(0.0f);
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Error += glm::equal(A, 0.0f, glm::epsilon<float>()) ? 0 : 1;
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float B = glm::round(0.5f);
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Error += glm::equal(B, 1.0f, glm::epsilon<float>()) ? 0 : 1;
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Error += (glm::equal(B, 1.0f, glm::epsilon<float>()) || glm::equal(B, 0.0f, glm::epsilon<float>())) ? 0 : 1;
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float C = glm::round(1.0f);
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Error += glm::equal(C, 1.0f, glm::epsilon<float>()) ? 0 : 1;
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float D = glm::round(0.1f);
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@ -656,7 +656,7 @@ namespace round_
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float A = glm::round(-0.0f);
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Error += glm::equal(A, 0.0f, glm::epsilon<float>()) ? 0 : 1;
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float B = glm::round(-0.5f);
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Error += glm::equal(B, -1.0f, glm::epsilon<float>()) ? 0 : 1;
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Error += (glm::equal(B, -1.0f, glm::epsilon<float>()) || glm::equal(B, 0.0f, glm::epsilon<float>())) ? 0 : 1;
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float C = glm::round(-1.0f);
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Error += glm::equal(C, -1.0f, glm::epsilon<float>()) ? 0 : 1;
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float D = glm::round(-0.1f);
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