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@@ -3,22 +3,23 @@ package math_linalg_glsl
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import "core:builtin"
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import "core:builtin"
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TAU :: 6.28318530717958647692528676655900576
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TAU :: 6.28318530717958647692528676655900576
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PI :: 3.14159265358979323846264338327950288
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PI :: 3.14159265358979323846264338327950288
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E :: 2.71828182845904523536
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E :: 2.71828182845904523536
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τ :: TAU
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τ :: TAU
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π :: PI
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π :: PI
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e :: E
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e :: E
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SQRT_TWO :: 1.41421356237309504880168872420969808
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SQRT_TWO :: 1.41421356237309504880168872420969808
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SQRT_THREE :: 1.73205080756887729352744634150587236
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SQRT_THREE :: 1.73205080756887729352744634150587236
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SQRT_FIVE :: 2.23606797749978969640917366873127623
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SQRT_FIVE :: 2.23606797749978969640917366873127623
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LN2 :: 0.693147180559945309417232121458176568
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LN2 :: 0.693147180559945309417232121458176568
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LN10 :: 2.30258509299404568401799145468436421
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LN10 :: 2.30258509299404568401799145468436421
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F32_EPSILON :: 1e-7
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F32_EPSILON :: 1e-7
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// Odin matrices are stored internally as Column-Major, which matches OpenGL/GLSL by default
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mat2 :: distinct matrix[2, 2]f32
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mat2 :: distinct matrix[2, 2]f32
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mat3 :: distinct matrix[3, 3]f32
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mat3 :: distinct matrix[3, 3]f32
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mat4 :: distinct matrix[4, 4]f32
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mat4 :: distinct matrix[4, 4]f32
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@@ -26,7 +27,10 @@ mat2x2 :: mat2
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mat3x3 :: mat3
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mat3x3 :: mat3
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mat4x4 :: mat4
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mat4x4 :: mat4
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// Should this be renamed the other way around?
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// IMPORTANT NOTE: These data types are "backwards" in normal mathematical terms
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// but they match how GLSL and OpenGL defines them in name
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// Odin: matrix[R, C]f32
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// GLSL: matCxR
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mat3x2 :: distinct matrix[2, 3]f32
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mat3x2 :: distinct matrix[2, 3]f32
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mat4x2 :: distinct matrix[2, 4]f32
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mat4x2 :: distinct matrix[2, 4]f32
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mat2x3 :: distinct matrix[3, 2]f32
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mat2x3 :: distinct matrix[3, 2]f32
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