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Clean up GTX_matrix_transform coding style
This commit is contained in:
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ecfebe640f
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a391bc1be6
@ -150,30 +150,24 @@ namespace glm
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> ortho
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(
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T left,
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T right,
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T bottom,
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T top,
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T zNear,
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T zFar
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T left, T right,
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T bottom, T top,
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T zNear, T zFar
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)
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{
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#ifdef GLM_LEFT_HANDED
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# ifdef GLM_LEFT_HANDED
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return orthoLH(left, right, bottom, top, zNear, zFar);
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#else
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# else
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return orthoRH(left, right, bottom, top, zNear, zFar);
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#endif
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# endif
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> orthoLH
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(
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T left,
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T right,
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T bottom,
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T top,
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T zNear,
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T zFar
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T left, T right,
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T bottom, T top,
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T zNear, T zFar
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)
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{
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tmat4x4<T, defaultp> Result(1);
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@ -182,25 +176,23 @@ namespace glm
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Result[3][0] = - (right + left) / (right - left);
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Result[3][1] = - (top + bottom) / (top - bottom);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = static_cast<T>(1) / (zFar - zNear);
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Result[3][2] = - zNear / (zFar - zNear);
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#else
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Result[2][2] = static_cast<T>(2) / (zFar - zNear);
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Result[3][2] = - (zFar + zNear) / (zFar - zNear);
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#endif
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = static_cast<T>(1) / (zFar - zNear);
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Result[3][2] = - zNear / (zFar - zNear);
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# else
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Result[2][2] = static_cast<T>(2) / (zFar - zNear);
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Result[3][2] = - (zFar + zNear) / (zFar - zNear);
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# endif
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> orthoRH
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(
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T left,
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T right,
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T bottom,
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T top,
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T zNear,
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T zFar
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T left, T right,
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T bottom, T top,
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T zNear, T zFar
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)
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{
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tmat4x4<T, defaultp> Result(1);
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@ -209,61 +201,54 @@ namespace glm
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Result[3][0] = - (right + left) / (right - left);
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Result[3][1] = - (top + bottom) / (top - bottom);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = - static_cast<T>(1) / (zFar - zNear);
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Result[3][2] = - zNear / (zFar - zNear);
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#else
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Result[2][2] = - static_cast<T>(2) / (zFar - zNear);
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Result[3][2] = - (zFar + zNear) / (zFar - zNear);
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#endif
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = - static_cast<T>(1) / (zFar - zNear);
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Result[3][2] = - zNear / (zFar - zNear);
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# else
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Result[2][2] = - static_cast<T>(2) / (zFar - zNear);
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Result[3][2] = - (zFar + zNear) / (zFar - zNear);
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# endif
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> ortho
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(
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T left,
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T right,
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T bottom,
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T top
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T left, T right,
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T bottom, T top
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)
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{
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tmat4x4<T, defaultp> Result(1);
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Result[0][0] = static_cast<T>(2) / (right - left);
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Result[1][1] = static_cast<T>(2) / (top - bottom);
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Result[2][2] = - static_cast<T>(1);
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Result[3][0] = - (right + left) / (right - left);
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Result[3][1] = - (top + bottom) / (top - bottom);
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return Result;
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tmat4x4<T, defaultp> Result(1);
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Result[0][0] = static_cast<T>(2) / (right - left);
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Result[1][1] = static_cast<T>(2) / (top - bottom);
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Result[2][2] = - static_cast<T>(1);
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Result[3][0] = - (right + left) / (right - left);
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Result[3][1] = - (top + bottom) / (top - bottom);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustum
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(
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T left,
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T right,
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T bottom,
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T top,
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T nearVal,
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T farVal
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T left, T right,
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T bottom, T top,
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T nearVal, T farVal
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)
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{
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#ifdef GLM_LEFT_HANDED
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return frustumLH(left, right, bottom, top, nearVal, farVal);
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#else
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return frustumRH(left, right, bottom, top, nearVal, farVal);
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#endif
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# ifdef GLM_LEFT_HANDED
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return frustumLH(left, right, bottom, top, nearVal, farVal);
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# else
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return frustumRH(left, right, bottom, top, nearVal, farVal);
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# endif
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustumLH
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(
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T left,
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T right,
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T bottom,
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T top,
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T nearVal,
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T farVal
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T left, T right,
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T bottom, T top,
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T nearVal, T farVal
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)
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{
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tmat4x4<T, defaultp> Result(0);
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@ -273,25 +258,23 @@ namespace glm
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Result[2][1] = (top + bottom) / (top - bottom);
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Result[2][3] = static_cast<T>(1);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = farVal / (farVal - nearVal);
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Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
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#else
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Result[2][2] = (farVal + nearVal) / (farVal - nearVal);
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Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
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#endif
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = farVal / (farVal - nearVal);
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Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
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# else
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Result[2][2] = (farVal + nearVal) / (farVal - nearVal);
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Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
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# endif
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustumRH
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(
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T left,
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T right,
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T bottom,
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T top,
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T nearVal,
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T farVal
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T left, T right,
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T bottom, T top,
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T nearVal, T farVal
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)
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{
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tmat4x4<T, defaultp> Result(0);
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@ -301,13 +284,14 @@ namespace glm
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Result[2][1] = (top + bottom) / (top - bottom);
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Result[2][3] = static_cast<T>(-1);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = farVal / (nearVal - farVal);
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Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
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#else
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Result[2][2] = - (farVal + nearVal) / (farVal - nearVal);
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Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
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#endif
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = farVal / (nearVal - farVal);
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Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
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# else
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Result[2][2] = - (farVal + nearVal) / (farVal - nearVal);
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Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
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# endif
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return Result;
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}
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@ -320,11 +304,11 @@ namespace glm
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T zFar
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)
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{
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#ifdef GLM_LEFT_HANDED
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# ifdef GLM_LEFT_HANDED
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return perspectiveLH(fovy, aspect, zNear, zFar);
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#else
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# else
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return perspectiveRH(fovy, aspect, zNear, zFar);
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#endif
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# endif
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}
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template <typename T>
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@ -332,8 +316,7 @@ namespace glm
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(
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T fovy,
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T aspect,
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T zNear,
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T zFar
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T zNear, T zFar
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)
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{
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assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
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@ -345,24 +328,24 @@ namespace glm
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Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
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Result[2][3] = - static_cast<T>(1);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zNear - zFar);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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#else
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Result[2][2] = - (zFar + zNear) / (zFar - zNear);
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Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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#endif
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zNear - zFar);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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# else
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Result[2][2] = - (zFar + zNear) / (zFar - zNear);
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Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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# endif
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveLH
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(
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(
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T fovy,
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T aspect,
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T zNear,
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T zFar
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)
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T zNear, T zFar
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)
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{
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assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
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@ -373,13 +356,14 @@ namespace glm
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Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
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Result[2][3] = static_cast<T>(1);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zFar - zNear);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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#else
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Result[2][2] = (zFar + zNear) / (zFar - zNear);
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Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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#endif
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zFar - zNear);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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# else
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Result[2][2] = (zFar + zNear) / (zFar - zNear);
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Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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# endif
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return Result;
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}
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@ -387,27 +371,23 @@ namespace glm
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFov
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(
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T fov,
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T width,
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T height,
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T zNear,
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T zFar
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T width, T height,
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T zNear, T zFar
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)
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{
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#ifdef GLM_LEFT_HANDED
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# ifdef GLM_LEFT_HANDED
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return perspectiveFovLH(fov, width, height, zNear, zFar);
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#else
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# else
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return perspectiveFovRH(fov, width, height, zNear, zFar);
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#endif
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# endif
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovRH
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(
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T fov,
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T width,
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T height,
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T zNear,
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T zFar
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T width, T height,
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T zNear, T zFar
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)
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{
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assert(width > static_cast<T>(0));
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@ -423,13 +403,14 @@ namespace glm
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Result[1][1] = h;
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Result[2][3] = - static_cast<T>(1);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zNear - zFar);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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#else
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Result[2][2] = - (zFar + zNear) / (zFar - zNear);
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Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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#endif
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zNear - zFar);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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# else
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Result[2][2] = - (zFar + zNear) / (zFar - zNear);
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Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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# endif
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return Result;
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}
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@ -437,10 +418,8 @@ namespace glm
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovLH
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(
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T fov,
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T width,
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T height,
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T zNear,
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T zFar
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T width, T height,
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T zNear, T zFar
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)
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{
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assert(width > static_cast<T>(0));
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@ -456,13 +435,13 @@ namespace glm
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Result[1][1] = h;
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Result[2][3] = static_cast<T>(1);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zFar - zNear);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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#else
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Result[2][2] = (zFar + zNear) / (zFar - zNear);
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Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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#endif
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zFar - zNear);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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# else
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Result[2][2] = (zFar + zNear) / (zFar - zNear);
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Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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# endif
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return Result;
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}
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@ -475,11 +454,11 @@ namespace glm
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T zNear
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)
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{
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#ifdef GLM_LEFT_HANDED
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return infinitePerspectiveLH(fovy, aspect, zNear);
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#else
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return infinitePerspectiveRH(fovy, aspect, zNear);
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#endif
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# ifdef GLM_LEFT_HANDED
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return infinitePerspectiveLH(fovy, aspect, zNear);
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# else
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return infinitePerspectiveRH(fovy, aspect, zNear);
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# endif
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}
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template <typename T>
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@ -578,12 +557,12 @@ namespace glm
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tmp = proj * tmp;
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tmp /= tmp.w;
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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tmp.x = tmp.x * T(0.5) + T(0.5);
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tmp.y = tmp.y * T(0.5) + T(0.5);
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#else
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tmp = tmp * T(0.5) + T(0.5);
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#endif
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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tmp.x = tmp.x * T(0.5) + T(0.5);
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tmp.y = tmp.y * T(0.5) + T(0.5);
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# else
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tmp = tmp * T(0.5) + T(0.5);
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# endif
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tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
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tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
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@ -604,12 +583,12 @@ namespace glm
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tvec4<T, P> tmp = tvec4<T, P>(win, T(1));
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tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
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tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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tmp.x = tmp.x * T(2) - T(1);
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tmp.y = tmp.y * T(2) - T(1);
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#else
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tmp = tmp * T(2) - T(1);
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#endif
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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tmp.x = tmp.x * T(2) - T(1);
|
||||
tmp.y = tmp.y * T(2) - T(1);
|
||||
# else
|
||||
tmp = tmp * T(2) - T(1);
|
||||
# endif
|
||||
|
||||
tvec4<T, P> obj = Inverse * tmp;
|
||||
obj /= obj.w;
|
||||
@ -649,11 +628,11 @@ namespace glm
|
||||
tvec3<T, P> const & up
|
||||
)
|
||||
{
|
||||
#ifdef GLM_LEFT_HANDED
|
||||
# ifdef GLM_LEFT_HANDED
|
||||
return lookAtLH(eye, center, up);
|
||||
#else
|
||||
# else
|
||||
return lookAtRH(eye, center, up);
|
||||
#endif
|
||||
# endif
|
||||
}
|
||||
|
||||
template <typename T, precision P>
|
||||
|
Loading…
Reference in New Issue
Block a user