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@ -578,7 +578,12 @@ 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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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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@ -599,7 +604,12 @@ 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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tvec4<T, P> obj = Inverse * tmp;
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obj /= obj.w;
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@ -53,6 +53,7 @@ glm::mat4 camera(float Translate, glm::vec2 const & Rotate)
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#### [GLM 0.9.8.0](https://github.com/g-truc/glm/releases/latest) - 2016-XX-XX
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##### Features:
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- Added right and left handed projection and clip control support #447 #119
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- Added compNormalize and compScale functions to GTX_component_wise
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- Added packF3x9_E1x5 and unpackF3x9_E1x5 to GTC_packing for RGB9E5 #416
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- Added (un)packHalf to GTC_packing
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