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Added round to HLSL and GLSL, and isinf/isfinite + isnan to HLSL
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@@ -473,6 +473,25 @@ floor_dvec3 :: proc "c" (x: dvec3) -> dvec3 { return {floor(x.x), floor(x.y), fl
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floor_dvec4 :: proc "c" (x: dvec4) -> dvec4 { return {floor(x.x), floor(x.y), floor(x.z), floor(x.w)} }
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round :: proc{
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round_f32,
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round_f64,
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round_vec2,
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round_vec3,
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round_vec4,
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round_dvec2,
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round_dvec3,
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round_dvec4,
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}
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round_vec2 :: proc "c" (x: vec2) -> vec2 { return {round(x.x), round(x.y)} }
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round_vec3 :: proc "c" (x: vec3) -> vec3 { return {round(x.x), round(x.y), round(x.z)} }
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round_vec4 :: proc "c" (x: vec4) -> vec4 { return {round(x.x), round(x.y), round(x.z), round(x.w)} }
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round_dvec2 :: proc "c" (x: dvec2) -> dvec2 { return {round(x.x), round(x.y)} }
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round_dvec3 :: proc "c" (x: dvec3) -> dvec3 { return {round(x.x), round(x.y), round(x.z)} }
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round_dvec4 :: proc "c" (x: dvec4) -> dvec4 { return {round(x.x), round(x.y), round(x.z), round(x.w)} }
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ceil :: proc{
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ceil_f32,
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ceil_f64,
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