mirror of
https://github.com/Ed94/Odin.git
synced 2026-07-25 17:03:48 +00:00
var/const decl; remove : from parameter lists
This commit is contained in:
+81
-81
@@ -1,20 +1,20 @@
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TAU :: 6.28318530717958647692528676655900576;
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PI :: 3.14159265358979323846264338327950288;
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ONE_OVER_TAU :: 0.636619772367581343075535053490057448;
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ONE_OVER_PI :: 0.159154943091895335768883763372514362;
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const TAU = 6.28318530717958647692528676655900576;
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const PI = 3.14159265358979323846264338327950288;
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const ONE_OVER_TAU = 0.636619772367581343075535053490057448;
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const ONE_OVER_PI = 0.159154943091895335768883763372514362;
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E :: 2.71828182845904523536;
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SQRT_TWO :: 1.41421356237309504880168872420969808;
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SQRT_THREE :: 1.73205080756887729352744634150587236;
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SQRT_FIVE :: 2.23606797749978969640917366873127623;
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const E = 2.71828182845904523536;
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const SQRT_TWO = 1.41421356237309504880168872420969808;
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const SQRT_THREE = 1.73205080756887729352744634150587236;
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const SQRT_FIVE = 2.23606797749978969640917366873127623;
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LOG_TWO :: 0.693147180559945309417232121458176568;
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LOG_TEN :: 2.30258509299404568401799145468436421;
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const LOG_TWO = 0.693147180559945309417232121458176568;
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const LOG_TEN = 2.30258509299404568401799145468436421;
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EPSILON :: 1.19209290e-7;
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const EPSILON = 1.19209290e-7;
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τ :: TAU;
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π :: PI;
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const τ = TAU;
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const π = PI;
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type Vec2 [vector 2]f32;
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@@ -26,57 +26,57 @@ type Mat3 [3]Vec3;
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type Mat4 [4]Vec4;
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proc sqrt32(x: f32) -> f32 #foreign "llvm.sqrt.f32"
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proc sqrt64(x: f64) -> f64 #foreign "llvm.sqrt.f64"
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proc sqrt32(x f32) -> f32 #foreign "llvm.sqrt.f32"
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proc sqrt64(x f64) -> f64 #foreign "llvm.sqrt.f64"
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proc sin32(x: f32) -> f32 #foreign "llvm.sin.f32"
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proc sin64(x: f64) -> f64 #foreign "llvm.sin.f64"
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proc sin32(x f32) -> f32 #foreign "llvm.sin.f32"
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proc sin64(x f64) -> f64 #foreign "llvm.sin.f64"
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proc cos32(x: f32) -> f32 #foreign "llvm.cos.f32"
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proc cos64(x: f64) -> f64 #foreign "llvm.cos.f64"
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proc cos32(x f32) -> f32 #foreign "llvm.cos.f32"
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proc cos64(x f64) -> f64 #foreign "llvm.cos.f64"
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proc tan32(x: f32) -> f32 #inline { return sin32(x)/cos32(x); }
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proc tan64(x: f64) -> f64 #inline { return sin64(x)/cos64(x); }
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proc tan32(x f32) -> f32 #inline { return sin32(x)/cos32(x); }
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proc tan64(x f64) -> f64 #inline { return sin64(x)/cos64(x); }
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proc lerp32(a, b, t: f32) -> f32 { return a*(1-t) + b*t; }
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proc lerp64(a, b, t: f64) -> f64 { return a*(1-t) + b*t; }
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proc lerp32(a, b, t f32) -> f32 { return a*(1-t) + b*t; }
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proc lerp64(a, b, t f64) -> f64 { return a*(1-t) + b*t; }
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proc sign32(x: f32) -> f32 { if x >= 0 { return +1; } return -1; }
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proc sign64(x: f64) -> f64 { if x >= 0 { return +1; } return -1; }
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proc sign32(x f32) -> f32 { if x >= 0 { return +1; } return -1; }
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proc sign64(x f64) -> f64 { if x >= 0 { return +1; } return -1; }
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proc copy_sign32(x, y: f32) -> f32 {
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proc copy_sign32(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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proc round32(x: f32) -> f32 {
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proc round32(x f32) -> f32 {
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if x >= 0 {
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return floor32(x + 0.5);
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}
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return ceil32(x - 0.5);
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}
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proc floor32(x: f32) -> f32 {
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proc floor32(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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proc ceil32(x: f32) -> f32 {
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proc ceil32(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 as int)+1) as f32;
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}
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proc remainder32(x, y: f32) -> f32 {
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proc remainder32(x, y f32) -> f32 {
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return x - round32(x/y) * y;
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}
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proc fmod32(x, y: f32) -> f32 {
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proc fmod32(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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@@ -86,32 +86,32 @@ proc fmod32(x, y: f32) -> f32 {
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}
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proc to_radians(degrees: f32) -> f32 { return degrees * TAU / 360; }
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proc to_degrees(radians: f32) -> f32 { return radians * 360 / TAU; }
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proc to_radians(degrees f32) -> f32 { return degrees * TAU / 360; }
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proc to_degrees(radians f32) -> f32 { return radians * 360 / TAU; }
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proc dot2(a, b: Vec2) -> f32 { c := a*b; return c.x + c.y; }
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proc dot3(a, b: Vec3) -> f32 { c := a*b; return c.x + c.y + c.z; }
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proc dot4(a, b: Vec4) -> f32 { c := a*b; return c.x + c.y + c.z + c.w; }
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proc dot2(a, b Vec2) -> f32 { c := a*b; return c.x + c.y; }
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proc dot3(a, b Vec3) -> f32 { c := a*b; return c.x + c.y + c.z; }
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proc dot4(a, b Vec4) -> f32 { c := a*b; return c.x + c.y + c.z + c.w; }
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proc cross3(x, y: Vec3) -> Vec3 {
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proc cross3(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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proc vec2_mag(v: Vec2) -> f32 { return sqrt32(dot2(v, v)); }
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proc vec3_mag(v: Vec3) -> f32 { return sqrt32(dot3(v, v)); }
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proc vec4_mag(v: Vec4) -> f32 { return sqrt32(dot4(v, v)); }
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proc vec2_mag(v Vec2) -> f32 { return sqrt32(dot2(v, v)); }
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proc vec3_mag(v Vec3) -> f32 { return sqrt32(dot3(v, v)); }
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proc vec4_mag(v Vec4) -> f32 { return sqrt32(dot4(v, v)); }
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proc vec2_norm(v: Vec2) -> Vec2 { return v / Vec2{vec2_mag(v)}; }
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proc vec3_norm(v: Vec3) -> Vec3 { return v / Vec3{vec3_mag(v)}; }
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proc vec4_norm(v: Vec4) -> Vec4 { return v / Vec4{vec4_mag(v)}; }
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proc vec2_norm(v Vec2) -> Vec2 { return v / Vec2{vec2_mag(v)}; }
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proc vec3_norm(v Vec3) -> Vec3 { return v / Vec3{vec3_mag(v)}; }
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proc vec4_norm(v Vec4) -> Vec4 { return v / Vec4{vec4_mag(v)}; }
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proc vec2_norm0(v: Vec2) -> Vec2 {
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proc vec2_norm0(v Vec2) -> Vec2 {
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m := vec2_mag(v);
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if m == 0 {
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return Vec2{0};
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@@ -119,7 +119,7 @@ proc vec2_norm0(v: Vec2) -> Vec2 {
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return v / Vec2{m};
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}
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proc vec3_norm0(v: Vec3) -> Vec3 {
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proc vec3_norm0(v Vec3) -> Vec3 {
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m := vec3_mag(v);
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if m == 0 {
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return Vec3{0};
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@@ -127,7 +127,7 @@ proc vec3_norm0(v: Vec3) -> Vec3 {
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return v / Vec3{m};
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}
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proc vec4_norm0(v: Vec4) -> Vec4 {
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proc vec4_norm0(v Vec4) -> Vec4 {
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m := vec4_mag(v);
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if m == 0 {
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return Vec4{0};
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@@ -146,7 +146,7 @@ proc mat4_identity() -> Mat4 {
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};
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}
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proc mat4_transpose(m: Mat4) -> Mat4 {
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proc mat4_transpose(m Mat4) -> Mat4 {
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for j := 0; j < 4; j++ {
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for i := 0; i < 4; i++ {
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m[i][j], m[j][i] = m[j][i], m[i][j];
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@@ -155,7 +155,7 @@ proc mat4_transpose(m: Mat4) -> Mat4 {
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return m;
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}
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proc mat4_mul(a, b: Mat4) -> Mat4 {
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proc mat4_mul(a, b Mat4) -> Mat4 {
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c: Mat4;
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for j := 0; j < 4; j++ {
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for i := 0; i < 4; i++ {
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@@ -168,7 +168,7 @@ proc mat4_mul(a, b: Mat4) -> Mat4 {
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return c;
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}
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proc mat4_mul_vec4(m: Mat4, v: Vec4) -> Vec4 {
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proc mat4_mul_vec4(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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@@ -177,7 +177,7 @@ proc mat4_mul_vec4(m: Mat4, v: Vec4) -> Vec4 {
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};
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}
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proc mat4_inverse(m: Mat4) -> Mat4 {
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proc mat4_inverse(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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@@ -246,7 +246,7 @@ proc mat4_inverse(m: Mat4) -> Mat4 {
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}
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proc mat4_translate(v: Vec3) -> Mat4 {
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proc mat4_translate(v Vec3) -> Mat4 {
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m := mat4_identity();
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m[3][0] = v.x;
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m[3][1] = v.y;
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@@ -255,7 +255,7 @@ proc mat4_translate(v: Vec3) -> Mat4 {
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return m;
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}
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proc mat4_rotate(v: Vec3, angle_radians: f32) -> Mat4 {
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proc mat4_rotate(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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@@ -282,14 +282,14 @@ proc mat4_rotate(v: Vec3, angle_radians: f32) -> Mat4 {
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return rot;
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}
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proc mat4_scale(m: Mat4, v: Vec3) -> Mat4 {
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proc mat4_scale(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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proc mat4_scalef(m: Mat4, s: f32) -> Mat4 {
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proc mat4_scalef(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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@@ -297,7 +297,7 @@ proc mat4_scalef(m: Mat4, s: f32) -> Mat4 {
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}
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proc mat4_look_at(eye, centre, up: Vec3) -> Mat4 {
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proc mat4_look_at(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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@@ -311,7 +311,7 @@ proc mat4_look_at(eye, centre, up: Vec3) -> Mat4 {
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return m;
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}
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proc mat4_perspective(fovy, aspect, near, far: f32) -> Mat4 {
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proc mat4_perspective(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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m[0][0] = 1.0 / (aspect*tan_half_fovy);
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@@ -323,7 +323,7 @@ proc mat4_perspective(fovy, aspect, near, far: f32) -> Mat4 {
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}
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proc mat4_ortho3d(left, right, bottom, top, near, far: f32) -> Mat4 {
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proc mat4_ortho3d(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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@@ -338,31 +338,31 @@ proc mat4_ortho3d(left, right, bottom, top, near, far: f32) -> Mat4 {
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F32_DIG :: 6;
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F32_EPSILON :: 1.192092896e-07;
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F32_GUARD :: 0;
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F32_MANT_DIG :: 24;
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F32_MAX :: 3.402823466e+38;
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F32_MAX_10_EXP :: 38;
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F32_MAX_EXP :: 128;
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F32_MIN :: 1.175494351e-38;
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F32_MIN_10_EXP :: -37;
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F32_MIN_EXP :: -125;
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F32_NORMALIZE :: 0;
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F32_RADIX :: 2;
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F32_ROUNDS :: 1;
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const F32_DIG = 6;
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const F32_EPSILON = 1.192092896e-07;
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const F32_GUARD = 0;
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const F32_MANT_DIG = 24;
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const F32_MAX = 3.402823466e+38;
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const F32_MAX_10_EXP = 38;
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const F32_MAX_EXP = 128;
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const F32_MIN = 1.175494351e-38;
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const F32_MIN_10_EXP = -37;
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const F32_MIN_EXP = -125;
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const F32_NORMALIZE = 0;
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const F32_RADIX = 2;
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const F32_ROUNDS = 1;
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F64_DIG :: 15; // # of decimal digits of precision
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F64_EPSILON :: 2.2204460492503131e-016; // smallest such that 1.0+F64_EPSILON != 1.0
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F64_MANT_DIG :: 53; // # of bits in mantissa
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F64_MAX :: 1.7976931348623158e+308; // max value
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F64_MAX_10_EXP :: 308; // max decimal exponent
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F64_MAX_EXP :: 1024; // max binary exponent
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F64_MIN :: 2.2250738585072014e-308; // min positive value
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F64_MIN_10_EXP :: -307; // min decimal exponent
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F64_MIN_EXP :: -1021; // min binary exponent
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F64_RADIX :: 2; // exponent radix
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F64_ROUNDS :: 1; // addition rounding: near
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const F64_DIG = 15; // # of decimal digits of precision
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const F64_EPSILON = 2.2204460492503131e-016; // smallest such that 1.0+F64_EPSILON != 1.0
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const F64_MANT_DIG = 53; // # of bits in mantissa
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const F64_MAX = 1.7976931348623158e+308; // max value
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const F64_MAX_10_EXP = 308; // max decimal exponent
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const F64_MAX_EXP = 1024; // max binary exponent
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const F64_MIN = 2.2250738585072014e-308; // min positive value
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const F64_MIN_10_EXP = -307; // min decimal exponent
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const F64_MIN_EXP = -1021; // min binary exponent
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const F64_RADIX = 2; // exponent radix
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const F64_ROUNDS = 1; // addition rounding: near
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