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https://github.com/g-truc/glm.git
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237 lines
5.9 KiB
C++
237 lines
5.9 KiB
C++
#include <glm/ext/matrix_common.hpp>
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#include <glm/ext/matrix_double4x4.hpp>
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#include <glm/ext/matrix_float4x4.hpp>
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#include <glm/ext/matrix_relational.hpp>
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#include <glm/ext/vector_bool4.hpp>
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#include <glm/ext/matrix_float4x3.hpp>
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static int test_mix()
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{
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int Error = 0;
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{
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glm::mat4 A(2);
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glm::mat4 B(4);
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glm::mat4 C = glm::mix(A, B, 0.5f);
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glm::bvec4 const D = glm::equal(C, glm::mat4(3), 1);
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Error += glm::all(D) ? 0 : 1;
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}
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{
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glm::mat4 A(2);
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glm::mat4 B(4);
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glm::mat4 C = glm::mix(A, B, 0.5);
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glm::bvec4 const D = glm::equal(C, glm::mat4(3), 1);
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Error += glm::all(D) ? 0 : 1;
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}
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{
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glm::dmat4 A(2);
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glm::dmat4 B(4);
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glm::dmat4 C = glm::mix(A, B, 0.5);
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glm::bvec4 const D = glm::equal(C, glm::dmat4(3), 1);
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Error += glm::all(D) ? 0 : 1;
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}
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{
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glm::dmat4 A(2);
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glm::dmat4 B(4);
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glm::dmat4 C = glm::mix(A, B, 0.5f);
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glm::bvec4 const D = glm::equal(C, glm::dmat4(3), 1);
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Error += glm::all(D) ? 0 : 1;
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}
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return Error;
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}
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static int test_abs()
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{
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int Error = 0;
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// -------------------- //
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// glm::mat4 variants : //
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// -------------------- //
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{
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glm::mat4 A(
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3.0f, 1.0f, 5.2f, 4.9f,
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1.4f, 0.5f, 9.3f, 3.7f,
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6.8f, 8.4f, 4.3f, 3.9f,
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5.6f, 7.2f, 1.1f, 4.4f
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);
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glm::mat4 B(
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1.0,-1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0,-1.0,
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1.0,-1.0,-1.0,-1.0,
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-1.0,-1.0, 1.0, 1.0
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);
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glm::mat4 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
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glm::mat4 D = glm::abs(C);
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glm::bvec4 const col1 = glm::equal(D[0], A[0]);
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glm::bvec4 const col2 = glm::equal(D[1], A[1]);
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glm::bvec4 const col3 = glm::equal(D[2], A[2]);
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glm::bvec4 const col4 = glm::equal(D[3], A[3]);
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Error += glm::all(glm::bvec4(glm::all(col1), glm::all(col2), glm::all(col3), glm::all(col4))) ? 0 : 1;
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}
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{
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glm::mat4x3 A(
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3.0f, 1.0f, 5.2f,
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4.9f, 1.4f, 0.5f,
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9.3f, 3.7f, 6.8f,
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8.4f, 4.3f, 3.9f
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);
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glm::mat4x3 B(
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1.0,-1.0, 1.0,
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1.0,-1.0, 1.0,
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1.0,-1.0, 1.0,
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-1.0,-1.0,-1.0
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);
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glm::mat4x3 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
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glm::mat4x3 D = glm::abs(C);
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glm::bvec3 const col1 = glm::equal(D[0], A[0]);
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glm::bvec3 const col2 = glm::equal(D[1], A[1]);
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glm::bvec3 const col3 = glm::equal(D[2], A[2]);
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glm::bvec3 const col4 = glm::equal(D[3], A[3]);
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Error += glm::all(glm::bvec4(glm::all(col1), glm::all(col2), glm::all(col3), glm::all(col4))) ? 0 : 1;
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}
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{
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glm::mat4x2 A(
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3.0f, 1.0f,
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1.4f, 0.5f,
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6.8f, 8.4f,
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5.6f, 7.2f
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);
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glm::mat4x2 B(
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1.0,-1.0,
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-1.0, 1.0,
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1.0,-1.0,
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-1.0,-1.0
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);
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glm::mat4x2 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
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glm::mat4x2 D = glm::abs(C);
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glm::bvec2 const col1 = glm::equal(D[0], A[0]);
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glm::bvec2 const col2 = glm::equal(D[1], A[1]);
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glm::bvec2 const col3 = glm::equal(D[2], A[2]);
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glm::bvec2 const col4 = glm::equal(D[3], A[3]);
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Error += glm::all(glm::bvec4(glm::all(col1), glm::all(col2), glm::all(col3), glm::all(col4))) ? 0 : 1;
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}
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// -------------------- //
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// glm::mat3 variants : //
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// -------------------- //
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{
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glm::mat3x4 A(
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3.0f, 1.0f, 5.2f, 4.9f,
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1.4f, 0.5f, 9.3f, 3.7f,
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6.8f, 8.4f, 4.3f, 3.9f
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);
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glm::mat3x4 B(
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1.0,-1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0,-1.0,
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1.0,-1.0,-1.0,-1.0
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);
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glm::mat3x4 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
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glm::mat3x4 D = glm::abs(C);
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glm::bvec4 const col1 = glm::equal(D[0], A[0]);
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glm::bvec4 const col2 = glm::equal(D[1], A[1]);
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glm::bvec4 const col3 = glm::equal(D[2], A[2]);
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Error += glm::all(glm::bvec3(glm::all(col1), glm::all(col2), glm::all(col3))) ? 0 : 1;
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}
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{
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glm::mat3 A(
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3.0f, 1.0f, 5.2f,
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1.4f, 0.5f, 9.3f,
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6.8f, 8.4f, 4.3f
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);
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glm::mat3 B(
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1.0,-1.0, 1.0,
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-1.0, 1.0, 1.0,
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1.0,-1.0,-1.0
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);
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glm::mat3 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
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glm::mat3 D = glm::abs(C);
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glm::bvec3 const col1 = glm::equal(D[0], A[0]);
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glm::bvec3 const col2 = glm::equal(D[1], A[1]);
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glm::bvec3 const col3 = glm::equal(D[2], A[2]);
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Error += glm::all(glm::bvec3(glm::all(col1), glm::all(col2), glm::all(col3))) ? 0 : 1;
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}
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{
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glm::mat3x2 A(
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5.2f, 4.9f,
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9.3f, 3.7f,
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4.3f, 3.9f
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);
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glm::mat3x2 B(
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1.0, 1.0,
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1.0,-1.0,
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-1.0,-1.0
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);
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glm::mat3x2 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
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glm::mat3x2 D = glm::abs(C);
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glm::bvec2 const col1 = glm::equal(D[0], A[0]);
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glm::bvec2 const col2 = glm::equal(D[1], A[1]);
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glm::bvec2 const col3 = glm::equal(D[2], A[2]);
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Error += glm::all(glm::bvec3(glm::all(col1), glm::all(col2), glm::all(col3))) ? 0 : 1;
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}
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// -------------------- //
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// glm::mat2 variants : //
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// -------------------- //
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{
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glm::mat2x4 A(
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3.0f, 1.0f, 5.2f, 4.9f,
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5.6f, 7.2f, 1.1f, 4.4f
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);
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glm::mat2x4 B(
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1.0,-1.0, 1.0, 1.0,
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-1.0,-1.0, 1.0, 1.0
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);
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glm::mat2x4 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
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glm::mat2x4 D = glm::abs(C);
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glm::bvec4 const col1 = glm::equal(D[0], A[0]);
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glm::bvec4 const col2 = glm::equal(D[1], A[1]);
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Error += glm::all(glm::bvec2(glm::all(col1), glm::all(col2))) ? 0 : 1;
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}
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{
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glm::mat2x3 A(
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3.0f, 1.0f, 5.2f,
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8.4f, 4.3f, 3.9f
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);
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glm::mat2x3 B(
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1.0,-1.0, 1.0,
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-1.0,-1.0,-1.0
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);
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glm::mat2x3 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
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glm::mat2x3 D = glm::abs(C);
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glm::bvec3 const col1 = glm::equal(D[0], A[0]);
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glm::bvec3 const col2 = glm::equal(D[1], A[1]);
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Error += glm::all(glm::bvec2(glm::all(col1), glm::all(col2))) ? 0 : 1;
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}
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{
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glm::mat2 A(
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3.0f, 1.0f,
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5.6f, 7.2f
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);
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glm::mat2 B(
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1.0,-1.0,
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-1.0,-1.0
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);
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glm::mat2 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
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glm::mat2 D = glm::abs(C);
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glm::bvec2 const col1 = glm::equal(D[0], A[0]);
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glm::bvec2 const col2 = glm::equal(D[1], A[1]);
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Error += glm::all(glm::bvec2(glm::all(col1), glm::all(col2))) ? 0 : 1;
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}
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return Error;
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}
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int main()
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{
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int Error = 0;
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Error += test_mix();
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Error += test_abs();
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return Error;
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}
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