mirror of
https://github.com/Ed94/Odin.git
synced 2026-08-03 22:28:46 +00:00
Err on ambiguous overloaded calls
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+53
-53
@@ -24,46 +24,46 @@ Mat2 :: [2]Vec2;
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Mat3 :: [3]Vec3;
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Mat4 :: [4]Vec4;
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sqrt32 :: proc(x: f32) -> f32 #foreign "llvm.sqrt.f32"
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sqrt64 :: proc(x: f64) -> f64 #foreign "llvm.sqrt.f64"
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sqrt :: proc(x: f32) -> f32 #foreign "llvm.sqrt.f32"
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sqrt :: proc(x: f64) -> f64 #foreign "llvm.sqrt.f64"
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sin32 :: proc(x: f32) -> f32 #foreign "llvm.sin.f32"
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sin64 :: proc(x: f64) -> f64 #foreign "llvm.sin.f64"
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sin :: proc(x: f32) -> f32 #foreign "llvm.sin.f32"
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sin :: proc(x: f64) -> f64 #foreign "llvm.sin.f64"
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cos32 :: proc(x: f32) -> f32 #foreign "llvm.cos.f32"
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cos64 :: proc(x: f64) -> f64 #foreign "llvm.cos.f64"
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cos :: proc(x: f32) -> f32 #foreign "llvm.cos.f32"
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cos :: proc(x: f64) -> f64 #foreign "llvm.cos.f64"
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tan32 :: proc(x: f32) -> f32 #inline { return sin32(x)/cos32(x); }
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tan64 :: proc(x: f64) -> f64 #inline { return sin64(x)/cos64(x); }
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tan :: proc(x: f32) -> f32 #inline { return sin(x)/cos(x); }
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tan :: proc(x: f64) -> f64 #inline { return sin(x)/cos(x); }
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lerp32 :: proc(a, b, t: f32) -> f32 { return a*(1-t) + b*t; }
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lerp64 :: proc(a, b, t: f64) -> f64 { return a*(1-t) + b*t; }
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lerp :: proc(a, b, t: f32) -> f32 { return a*(1-t) + b*t; }
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lerp :: proc(a, b, t: f64) -> f64 { return a*(1-t) + b*t; }
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sign32 :: proc(x: f32) -> f32 { if x >= 0 { return +1; } return -1; }
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sign64 :: proc(x: f64) -> f64 { if x >= 0 { return +1; } return -1; }
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sign :: proc(x: f32) -> f32 { if x >= 0 { return +1; } return -1; }
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sign :: proc(x: f64) -> f64 { if x >= 0 { return +1; } return -1; }
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copy_sign32 :: proc(x, y: f32) -> f32 {
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copy_sign :: proc(x, y: f32) -> f32 {
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ix := x transmute u32;
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iy := y transmute u32;
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ix &= 0x7fffffff;
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ix |= iy & 0x80000000;
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return ix transmute f32;
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}
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round32 :: proc(x: f32) -> f32 {
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round :: proc(x: f32) -> f32 {
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if x >= 0 {
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return floor32(x + 0.5);
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return floor(x + 0.5);
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}
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return ceil32(x - 0.5);
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return ceil(x - 0.5);
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}
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floor32 :: proc(x: f32) -> f32 {
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floor :: proc(x: f32) -> f32 {
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if x >= 0 {
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return x as int as f32;
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}
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return (x-0.5) as int as f32;
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}
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ceil32 :: proc(x: f32) -> f32 {
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ceil :: proc(x: f32) -> f32 {
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if x < 0 {
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return x as int as f32;
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}
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@@ -71,16 +71,16 @@ ceil32 :: proc(x: f32) -> f32 {
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}
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remainder32 :: proc(x, y: f32) -> f32 {
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return x - round32(x/y) * y;
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return x - round(x/y) * y;
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}
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fmod32 :: proc(x, y: f32) -> f32 {
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y = abs(y);
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result := remainder32(abs(x), y);
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if sign32(result) < 0 {
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if sign(result) < 0 {
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result += y;
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}
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return copy_sign32(result, x);
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return copy_sign(result, x);
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}
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@@ -90,43 +90,43 @@ to_degrees :: proc(radians: f32) -> f32 { return radians * 360 / TAU; }
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dot2 :: proc(a, b: Vec2) -> f32 { c := a*b; return c.x + c.y; }
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dot3 :: proc(a, b: Vec3) -> f32 { c := a*b; return c.x + c.y + c.z; }
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dot4 :: proc(a, b: Vec4) -> f32 { c := a*b; return c.x + c.y + c.z + c.w; }
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dot :: proc(a, b: Vec2) -> f32 { c := a*b; return c.x + c.y; }
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dot :: proc(a, b: Vec3) -> f32 { c := a*b; return c.x + c.y + c.z; }
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dot :: proc(a, b: Vec4) -> f32 { c := a*b; return c.x + c.y + c.z + c.w; }
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cross3 :: proc(x, y: Vec3) -> Vec3 {
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cross :: proc(x, y: Vec3) -> Vec3 {
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a := swizzle(x, 1, 2, 0) * swizzle(y, 2, 0, 1);
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b := swizzle(x, 2, 0, 1) * swizzle(y, 1, 2, 0);
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return a - b;
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}
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vec2_mag :: proc(v: Vec2) -> f32 { return sqrt32(dot2(v, v)); }
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vec3_mag :: proc(v: Vec3) -> f32 { return sqrt32(dot3(v, v)); }
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vec4_mag :: proc(v: Vec4) -> f32 { return sqrt32(dot4(v, v)); }
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mag :: proc(v: Vec2) -> f32 { return sqrt(dot(v, v)); }
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mag :: proc(v: Vec3) -> f32 { return sqrt(dot(v, v)); }
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mag :: proc(v: Vec4) -> f32 { return sqrt(dot(v, v)); }
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vec2_norm :: proc(v: Vec2) -> Vec2 { return v / Vec2{vec2_mag(v)}; }
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vec3_norm :: proc(v: Vec3) -> Vec3 { return v / Vec3{vec3_mag(v)}; }
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vec4_norm :: proc(v: Vec4) -> Vec4 { return v / Vec4{vec4_mag(v)}; }
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norm :: proc(v: Vec2) -> Vec2 { return v / Vec2{mag(v)}; }
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norm :: proc(v: Vec3) -> Vec3 { return v / Vec3{mag(v)}; }
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norm :: proc(v: Vec4) -> Vec4 { return v / Vec4{mag(v)}; }
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vec2_norm0 :: proc(v: Vec2) -> Vec2 {
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m := vec2_mag(v);
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norm0 :: proc(v: Vec2) -> Vec2 {
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m := mag(v);
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if m == 0 {
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return Vec2{0};
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}
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return v / Vec2{m};
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}
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vec3_norm0 :: proc(v: Vec3) -> Vec3 {
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m := vec3_mag(v);
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norm0 :: proc(v: Vec3) -> Vec3 {
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m := mag(v);
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if m == 0 {
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return Vec3{0};
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}
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return v / Vec3{m};
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}
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vec4_norm0 :: proc(v: Vec4) -> Vec4 {
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m := vec4_mag(v);
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norm0 :: proc(v: Vec4) -> Vec4 {
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m := mag(v);
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if m == 0 {
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return Vec4{0};
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}
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@@ -153,7 +153,7 @@ mat4_transpose :: proc(m: Mat4) -> Mat4 {
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return m;
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}
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mat4_mul :: proc(a, b: Mat4) -> Mat4 {
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mul :: proc(a, b: Mat4) -> Mat4 {
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c: Mat4;
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for j : 0..<4 {
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for i : 0..<4 {
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@@ -166,7 +166,7 @@ mat4_mul :: proc(a, b: Mat4) -> Mat4 {
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return c;
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}
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mat4_mul_vec4 :: proc(m: Mat4, v: Vec4) -> Vec4 {
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mul_vec4 :: proc(m: Mat4, v: Vec4) -> Vec4 {
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return Vec4{
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m[0][0]*v.x + m[1][0]*v.y + m[2][0]*v.z + m[3][0]*v.w,
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m[0][1]*v.x + m[1][1]*v.y + m[2][1]*v.z + m[3][1]*v.w,
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@@ -175,7 +175,7 @@ mat4_mul_vec4 :: proc(m: Mat4, v: Vec4) -> Vec4 {
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};
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}
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mat4_inverse :: proc(m: Mat4) -> Mat4 {
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inverse :: proc(m: Mat4) -> Mat4 {
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o: Mat4;
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sf00 := m[2][2] * m[3][3] - m[3][2] * m[2][3];
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@@ -254,10 +254,10 @@ mat4_translate :: proc(v: Vec3) -> Mat4 {
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}
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mat4_rotate :: proc(v: Vec3, angle_radians: f32) -> Mat4 {
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c := cos32(angle_radians);
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s := sin32(angle_radians);
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c := cos(angle_radians);
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s := sin(angle_radians);
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a := vec3_norm(v);
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a := norm(v);
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t := a * Vec3{1-c};
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rot := mat4_identity();
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@@ -280,14 +280,14 @@ mat4_rotate :: proc(v: Vec3, angle_radians: f32) -> Mat4 {
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return rot;
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}
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mat4_scale :: proc(m: Mat4, v: Vec3) -> Mat4 {
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scale :: proc(m: Mat4, v: Vec3) -> Mat4 {
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m[0][0] *= v.x;
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m[1][1] *= v.y;
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m[2][2] *= v.z;
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return m;
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}
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mat4_scalef :: proc(m: Mat4, s: f32) -> Mat4 {
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scale :: proc(m: Mat4, s: f32) -> Mat4 {
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m[0][0] *= s;
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m[1][1] *= s;
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m[2][2] *= s;
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@@ -295,23 +295,23 @@ mat4_scalef :: proc(m: Mat4, s: f32) -> Mat4 {
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}
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mat4_look_at :: proc(eye, centre, up: Vec3) -> Mat4 {
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f := vec3_norm(centre - eye);
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s := vec3_norm(cross3(f, up));
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u := cross3(s, f);
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look_at :: proc(eye, centre, up: Vec3) -> Mat4 {
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f := norm(centre - eye);
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s := norm(cross(f, up));
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u := cross(s, f);
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m: Mat4;
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m[0] = Vec4{+s.x, +s.y, +s.z, 0};
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m[1] = Vec4{+u.x, +u.y, +u.z, 0};
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m[2] = Vec4{-f.x, -f.y, -f.z, 0};
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m[3] = Vec4{dot3(s, eye), dot3(u, eye), dot3(f, eye), 1};
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m[3] = Vec4{dot(s, eye), dot(u, eye), dot(f, eye), 1};
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return m;
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}
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mat4_perspective :: proc(fovy, aspect, near, far: f32) -> Mat4 {
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perspective :: proc(fovy, aspect, near, far: f32) -> Mat4 {
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m: Mat4;
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tan_half_fovy := tan32(0.5 * fovy);
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tan_half_fovy := tan(0.5 * fovy);
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m[0][0] = 1.0 / (aspect*tan_half_fovy);
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m[1][1] = 1.0 / (tan_half_fovy);
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m[2][2] = -(far + near) / (far - near);
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@@ -321,7 +321,7 @@ mat4_perspective :: proc(fovy, aspect, near, far: f32) -> Mat4 {
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}
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mat4_ortho3d :: proc(left, right, bottom, top, near, far: f32) -> Mat4 {
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ortho3d :: proc(left, right, bottom, top, near, far: f32) -> Mat4 {
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m := mat4_identity();
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m[0][0] = +2.0 / (right - left);
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m[1][1] = +2.0 / (top - bottom);
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