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475 lines
26 KiB
C++
475 lines
26 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @ref gtc_packing
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/// @file glm/gtc/packing.hpp
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/// @date 2013-08-08 / 2013-08-08
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/// @author Christophe Riccio
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///
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/// @see core (dependence)
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///
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/// @defgroup gtc_packing GLM_GTC_packing
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/// @ingroup gtc
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///
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/// @brief This extension provides a set of function to convert vertors to packed
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/// formats.
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///
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/// <glm/gtc/packing.hpp> need to be included to use these features.
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///////////////////////////////////////////////////////////////////////////////////
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#pragma once
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// Dependency:
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#include "type_precision.hpp"
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#if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
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# pragma message("GLM: GLM_GTC_packing extension included")
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#endif
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namespace glm
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{
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/// @addtogroup gtc_packing
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/// @{
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/// First, converts the normalized floating-point value v into a 8-bit integer value.
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/// Then, the results are packed into the returned 8-bit unsigned integer.
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///
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/// The conversion for component c of v to fixed point is done as follows:
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/// packUnorm1x8: round(clamp(c, 0, +1) * 255.0)
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///
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/// @see gtc_packing
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/// @see uint16 packUnorm2x8(vec2 const & v)
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/// @see uint32 packUnorm4x8(vec4 const & v)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml">GLSL packUnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL uint8 packUnorm1x8(float v);
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/// Convert a single 8-bit integer to a normalized floating-point value.
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///
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/// The conversion for unpacked fixed-point value f to floating point is done as follows:
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/// unpackUnorm4x8: f / 255.0
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///
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/// @see gtc_packing
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/// @see vec2 unpackUnorm2x8(uint16 p)
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/// @see vec4 unpackUnorm4x8(uint32 p)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml">GLSL unpackUnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL float unpackUnorm1x8(uint8 p);
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/// First, converts each component of the normalized floating-point value v into 8-bit integer values.
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/// Then, the results are packed into the returned 16-bit unsigned integer.
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///
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/// The conversion for component c of v to fixed point is done as follows:
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/// packUnorm2x8: round(clamp(c, 0, +1) * 255.0)
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///
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/// The first component of the vector will be written to the least significant bits of the output;
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/// the last component will be written to the most significant bits.
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///
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/// @see gtc_packing
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/// @see uint8 packUnorm1x8(float const & v)
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/// @see uint32 packUnorm4x8(vec4 const & v)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml">GLSL packUnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL uint16 packUnorm2x8(vec2 const & v);
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/// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit unsigned integers.
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/// Then, each component is converted to a normalized floating-point value to generate the returned two-component vector.
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///
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/// The conversion for unpacked fixed-point value f to floating point is done as follows:
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/// unpackUnorm4x8: f / 255.0
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///
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/// The first component of the returned vector will be extracted from the least significant bits of the input;
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/// the last component will be extracted from the most significant bits.
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///
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/// @see gtc_packing
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/// @see float unpackUnorm1x8(uint8 v)
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/// @see vec4 unpackUnorm4x8(uint32 p)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml">GLSL unpackUnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL vec2 unpackUnorm2x8(uint16 p);
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/// First, converts the normalized floating-point value v into 8-bit integer value.
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/// Then, the results are packed into the returned 8-bit unsigned integer.
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///
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/// The conversion to fixed point is done as follows:
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/// packSnorm1x8: round(clamp(s, -1, +1) * 127.0)
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///
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/// @see gtc_packing
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/// @see uint16 packSnorm2x8(vec2 const & v)
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/// @see uint32 packSnorm4x8(vec4 const & v)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml">GLSL packSnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL uint8 packSnorm1x8(float s);
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/// First, unpacks a single 8-bit unsigned integer p into a single 8-bit signed integers.
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/// Then, the value is converted to a normalized floating-point value to generate the returned scalar.
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///
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/// The conversion for unpacked fixed-point value f to floating point is done as follows:
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/// unpackSnorm1x8: clamp(f / 127.0, -1, +1)
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///
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/// @see gtc_packing
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/// @see vec2 unpackSnorm2x8(uint16 p)
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/// @see vec4 unpackSnorm4x8(uint32 p)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml">GLSL unpackSnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL float unpackSnorm1x8(uint8 p);
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/// First, converts each component of the normalized floating-point value v into 8-bit integer values.
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/// Then, the results are packed into the returned 16-bit unsigned integer.
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///
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/// The conversion for component c of v to fixed point is done as follows:
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/// packSnorm2x8: round(clamp(c, -1, +1) * 127.0)
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///
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/// The first component of the vector will be written to the least significant bits of the output;
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/// the last component will be written to the most significant bits.
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///
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/// @see gtc_packing
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/// @see uint8 packSnorm1x8(float const & v)
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/// @see uint32 packSnorm4x8(vec4 const & v)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml">GLSL packSnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL uint16 packSnorm2x8(vec2 const & v);
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/// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit signed integers.
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/// Then, each component is converted to a normalized floating-point value to generate the returned two-component vector.
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///
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/// The conversion for unpacked fixed-point value f to floating point is done as follows:
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/// unpackSnorm2x8: clamp(f / 127.0, -1, +1)
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///
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/// The first component of the returned vector will be extracted from the least significant bits of the input;
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/// the last component will be extracted from the most significant bits.
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///
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/// @see gtc_packing
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/// @see float unpackSnorm1x8(uint8 p)
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/// @see vec4 unpackSnorm4x8(uint32 p)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml">GLSL unpackSnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL vec2 unpackSnorm2x8(uint16 p);
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/// First, converts the normalized floating-point value v into a 16-bit integer value.
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/// Then, the results are packed into the returned 16-bit unsigned integer.
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///
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/// The conversion for component c of v to fixed point is done as follows:
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/// packUnorm1x16: round(clamp(c, 0, +1) * 65535.0)
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///
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/// @see gtc_packing
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/// @see uint16 packSnorm1x16(float const & v)
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/// @see uint64 packSnorm4x16(vec4 const & v)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml">GLSL packUnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL uint16 packUnorm1x16(float v);
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/// First, unpacks a single 16-bit unsigned integer p into a of 16-bit unsigned integers.
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/// Then, the value is converted to a normalized floating-point value to generate the returned scalar.
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///
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/// The conversion for unpacked fixed-point value f to floating point is done as follows:
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/// unpackUnorm1x16: f / 65535.0
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///
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/// @see gtc_packing
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/// @see vec2 unpackUnorm2x16(uint32 p)
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/// @see vec4 unpackUnorm4x16(uint64 p)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml">GLSL unpackUnorm2x16 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL float unpackUnorm1x16(uint16 p);
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/// First, converts each component of the normalized floating-point value v into 16-bit integer values.
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/// Then, the results are packed into the returned 64-bit unsigned integer.
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///
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/// The conversion for component c of v to fixed point is done as follows:
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/// packUnorm4x16: round(clamp(c, 0, +1) * 65535.0)
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///
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/// The first component of the vector will be written to the least significant bits of the output;
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/// the last component will be written to the most significant bits.
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///
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/// @see gtc_packing
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/// @see uint16 packUnorm1x16(float const & v)
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/// @see uint32 packUnorm2x16(vec2 const & v)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml">GLSL packUnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL uint64 packUnorm4x16(vec4 const & v);
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/// First, unpacks a single 64-bit unsigned integer p into four 16-bit unsigned integers.
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/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.
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///
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/// The conversion for unpacked fixed-point value f to floating point is done as follows:
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/// unpackUnormx4x16: f / 65535.0
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///
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/// The first component of the returned vector will be extracted from the least significant bits of the input;
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/// the last component will be extracted from the most significant bits.
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///
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/// @see gtc_packing
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/// @see float unpackUnorm1x16(uint16 p)
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/// @see vec2 unpackUnorm2x16(uint32 p)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml">GLSL unpackUnorm2x16 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL vec4 unpackUnorm4x16(uint64 p);
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/// First, converts the normalized floating-point value v into 16-bit integer value.
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/// Then, the results are packed into the returned 16-bit unsigned integer.
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///
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/// The conversion to fixed point is done as follows:
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/// packSnorm1x8: round(clamp(s, -1, +1) * 32767.0)
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///
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/// @see gtc_packing
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/// @see uint32 packSnorm2x16(vec2 const & v)
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/// @see uint64 packSnorm4x16(vec4 const & v)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml">GLSL packSnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL uint16 packSnorm1x16(float v);
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/// First, unpacks a single 16-bit unsigned integer p into a single 16-bit signed integers.
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/// Then, each component is converted to a normalized floating-point value to generate the returned scalar.
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///
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/// The conversion for unpacked fixed-point value f to floating point is done as follows:
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/// unpackSnorm1x16: clamp(f / 32767.0, -1, +1)
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///
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/// @see gtc_packing
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/// @see vec2 unpackSnorm2x16(uint32 p)
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/// @see vec4 unpackSnorm4x16(uint64 p)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm1x16.xml">GLSL unpackSnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL float unpackSnorm1x16(uint16 p);
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/// First, converts each component of the normalized floating-point value v into 16-bit integer values.
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/// Then, the results are packed into the returned 64-bit unsigned integer.
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///
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/// The conversion for component c of v to fixed point is done as follows:
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/// packSnorm2x8: round(clamp(c, -1, +1) * 32767.0)
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///
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/// The first component of the vector will be written to the least significant bits of the output;
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/// the last component will be written to the most significant bits.
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///
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/// @see gtc_packing
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/// @see uint16 packSnorm1x16(float const & v)
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/// @see uint32 packSnorm2x16(vec2 const & v)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml">GLSL packSnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL uint64 packSnorm4x16(vec4 const & v);
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/// First, unpacks a single 64-bit unsigned integer p into four 16-bit signed integers.
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/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.
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///
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/// The conversion for unpacked fixed-point value f to floating point is done as follows:
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/// unpackSnorm4x16: clamp(f / 32767.0, -1, +1)
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///
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/// The first component of the returned vector will be extracted from the least significant bits of the input;
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/// the last component will be extracted from the most significant bits.
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///
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/// @see gtc_packing
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/// @see float unpackSnorm1x16(uint16 p)
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/// @see vec2 unpackSnorm2x16(uint32 p)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm2x16.xml">GLSL unpackSnorm4x8 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL vec4 unpackSnorm4x16(uint64 const & p);
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/// Returns an unsigned integer obtained by converting the components of a floating-point scalar
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/// to the 16-bit floating-point representation found in the OpenGL Specification,
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/// and then packing this 16-bit value into a 16-bit unsigned integer.
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///
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/// @see gtc_packing
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/// @see uint32 packHalf2x16(vec2 const & v)
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/// @see uint64 packHalf4x16(vec4 const & v)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml">GLSL packHalf2x16 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL uint16 packHalf1x16(float v);
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/// Returns a floating-point scalar with components obtained by unpacking a 16-bit unsigned integer into a 16-bit value,
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/// interpreted as a 16-bit floating-point number according to the OpenGL Specification,
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/// and converting it to 32-bit floating-point values.
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///
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/// @see gtc_packing
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/// @see vec2 unpackHalf2x16(uint32 const & v)
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/// @see vec4 unpackHalf4x16(uint64 const & v)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml">GLSL unpackHalf2x16 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL float unpackHalf1x16(uint16 v);
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/// Returns an unsigned integer obtained by converting the components of a four-component floating-point vector
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/// to the 16-bit floating-point representation found in the OpenGL Specification,
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/// and then packing these four 16-bit values into a 64-bit unsigned integer.
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/// The first vector component specifies the 16 least-significant bits of the result;
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/// the forth component specifies the 16 most-significant bits.
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///
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/// @see gtc_packing
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/// @see uint16 packHalf1x16(float const & v)
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/// @see uint32 packHalf2x16(vec2 const & v)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml">GLSL packHalf2x16 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL uint64 packHalf4x16(vec4 const & v);
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/// Returns a four-component floating-point vector with components obtained by unpacking a 64-bit unsigned integer into four 16-bit values,
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/// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification,
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/// and converting them to 32-bit floating-point values.
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/// The first component of the vector is obtained from the 16 least-significant bits of v;
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/// the forth component is obtained from the 16 most-significant bits of v.
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///
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/// @see gtc_packing
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/// @see float unpackHalf1x16(uint16 const & v)
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/// @see vec2 unpackHalf2x16(uint32 const & v)
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml">GLSL unpackHalf2x16 man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
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GLM_FUNC_DECL vec4 unpackHalf4x16(uint64 p);
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/// Returns an unsigned integer obtained by converting the components of a four-component signed integer vector
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/// to the 10-10-10-2-bit signed integer representation found in the OpenGL Specification,
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/// and then packing these four values into a 32-bit unsigned integer.
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/// The first vector component specifies the 10 least-significant bits of the result;
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/// the forth component specifies the 2 most-significant bits.
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///
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/// @see gtc_packing
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/// @see uint32 packI3x10_1x2(uvec4 const & v)
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/// @see uint32 packSnorm3x10_1x2(vec4 const & v)
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/// @see uint32 packUnorm3x10_1x2(vec4 const & v)
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/// @see ivec4 unpackI3x10_1x2(uint32 const & p)
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GLM_FUNC_DECL uint32 packI3x10_1x2(ivec4 const & v);
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/// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit signed integers.
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///
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/// The first component of the returned vector will be extracted from the least significant bits of the input;
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/// the last component will be extracted from the most significant bits.
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///
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/// @see gtc_packing
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/// @see uint32 packU3x10_1x2(uvec4 const & v)
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/// @see vec4 unpackSnorm3x10_1x2(uint32 const & p);
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/// @see uvec4 unpackI3x10_1x2(uint32 const & p);
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GLM_FUNC_DECL ivec4 unpackI3x10_1x2(uint32 p);
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/// Returns an unsigned integer obtained by converting the components of a four-component unsigned integer vector
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/// to the 10-10-10-2-bit unsigned integer representation found in the OpenGL Specification,
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/// and then packing these four values into a 32-bit unsigned integer.
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/// The first vector component specifies the 10 least-significant bits of the result;
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/// the forth component specifies the 2 most-significant bits.
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///
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/// @see gtc_packing
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/// @see uint32 packI3x10_1x2(ivec4 const & v)
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/// @see uint32 packSnorm3x10_1x2(vec4 const & v)
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/// @see uint32 packUnorm3x10_1x2(vec4 const & v)
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/// @see ivec4 unpackU3x10_1x2(uint32 const & p)
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GLM_FUNC_DECL uint32 packU3x10_1x2(uvec4 const & v);
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/// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit unsigned integers.
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///
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/// The first component of the returned vector will be extracted from the least significant bits of the input;
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/// the last component will be extracted from the most significant bits.
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///
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/// @see gtc_packing
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/// @see uint32 packU3x10_1x2(uvec4 const & v)
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/// @see vec4 unpackSnorm3x10_1x2(uint32 const & p);
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/// @see uvec4 unpackI3x10_1x2(uint32 const & p);
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GLM_FUNC_DECL uvec4 unpackU3x10_1x2(uint32 p);
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/// First, converts the first three components of the normalized floating-point value v into 10-bit signed integer values.
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/// Then, converts the forth component of the normalized floating-point value v into 2-bit signed integer values.
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/// Then, the results are packed into the returned 32-bit unsigned integer.
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///
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/// The conversion for component c of v to fixed point is done as follows:
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/// packSnorm3x10_1x2(xyz): round(clamp(c, -1, +1) * 511.0)
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/// packSnorm3x10_1x2(w): round(clamp(c, -1, +1) * 1.0)
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///
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/// The first vector component specifies the 10 least-significant bits of the result;
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/// the forth component specifies the 2 most-significant bits.
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///
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/// @see gtc_packing
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/// @see vec4 unpackSnorm3x10_1x2(uint32 const & p)
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/// @see uint32 packUnorm3x10_1x2(vec4 const & v)
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/// @see uint32 packU3x10_1x2(uvec4 const & v)
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/// @see uint32 packI3x10_1x2(ivec4 const & v)
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GLM_FUNC_DECL uint32 packSnorm3x10_1x2(vec4 const & v);
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/// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers.
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/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.
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///
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/// The conversion for unpacked fixed-point value f to floating point is done as follows:
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/// unpackSnorm3x10_1x2(xyz): clamp(f / 511.0, -1, +1)
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/// unpackSnorm3x10_1x2(w): clamp(f / 511.0, -1, +1)
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///
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/// The first component of the returned vector will be extracted from the least significant bits of the input;
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/// the last component will be extracted from the most significant bits.
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///
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/// @see gtc_packing
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/// @see uint32 packSnorm3x10_1x2(vec4 const & v)
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/// @see vec4 unpackUnorm3x10_1x2(uint32 const & p))
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/// @see uvec4 unpackI3x10_1x2(uint32 const & p)
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/// @see uvec4 unpackU3x10_1x2(uint32 const & p)
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GLM_FUNC_DECL vec4 unpackSnorm3x10_1x2(uint32 p);
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/// First, converts the first three components of the normalized floating-point value v into 10-bit unsigned integer values.
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/// Then, converts the forth component of the normalized floating-point value v into 2-bit signed uninteger values.
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/// Then, the results are packed into the returned 32-bit unsigned integer.
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///
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/// The conversion for component c of v to fixed point is done as follows:
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/// packUnorm3x10_1x2(xyz): round(clamp(c, 0, +1) * 1023.0)
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/// packUnorm3x10_1x2(w): round(clamp(c, 0, +1) * 3.0)
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///
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/// The first vector component specifies the 10 least-significant bits of the result;
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/// the forth component specifies the 2 most-significant bits.
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///
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/// @see gtc_packing
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/// @see vec4 unpackUnorm3x10_1x2(uint32 const & p)
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/// @see uint32 packUnorm3x10_1x2(vec4 const & v)
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/// @see uint32 packU3x10_1x2(uvec4 const & v)
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/// @see uint32 packI3x10_1x2(ivec4 const & v)
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GLM_FUNC_DECL uint32 packUnorm3x10_1x2(vec4 const & v);
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/// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers.
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/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.
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///
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/// The conversion for unpacked fixed-point value f to floating point is done as follows:
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/// unpackSnorm3x10_1x2(xyz): clamp(f / 1023.0, 0, +1)
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/// unpackSnorm3x10_1x2(w): clamp(f / 3.0, 0, +1)
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///
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/// The first component of the returned vector will be extracted from the least significant bits of the input;
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/// the last component will be extracted from the most significant bits.
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///
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/// @see gtc_packing
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/// @see uint32 packSnorm3x10_1x2(vec4 const & v)
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/// @see vec4 unpackInorm3x10_1x2(uint32 const & p))
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/// @see uvec4 unpackI3x10_1x2(uint32 const & p)
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/// @see uvec4 unpackU3x10_1x2(uint32 const & p)
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GLM_FUNC_DECL vec4 unpackUnorm3x10_1x2(uint32 p);
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/// First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values.
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/// Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value.
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/// Then, the results are packed into the returned 32-bit unsigned integer.
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///
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/// The first vector component specifies the 11 least-significant bits of the result;
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/// the last component specifies the 10 most-significant bits.
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///
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/// @see gtc_packing
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/// @see vec3 unpackF2x11_1x10(uint32 const & p)
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GLM_FUNC_DECL uint32 packF2x11_1x10(vec3 const & v);
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/// First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value .
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/// Then, each component is converted to a normalized floating-point value to generate the returned three-component vector.
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///
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/// The first component of the returned vector will be extracted from the least significant bits of the input;
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/// the last component will be extracted from the most significant bits.
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///
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/// @see gtc_packing
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/// @see uint32 packF2x11_1x10(vec3 const & v)
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GLM_FUNC_DECL vec3 unpackF2x11_1x10(uint32 p);
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/// @}
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}// namespace glm
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#include "packing.inl"
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