[DEV] Add vector 2D, 3D and 4D wrapper with statdard glsl vec[2-4] ivec[2-4] and std mat4
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@ -344,4 +344,9 @@ namespace etk
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};
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};
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// To siplify the writing of the code ==> this is not compatible with GLSL ...
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typedef etk::Matrix<float> mat;
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typedef etk::Matrix<int32_t> imat;
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typedef etk::Matrix<uint32_t> uimat;
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#endif
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@ -216,4 +216,8 @@ namespace etk
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etk::CCout& operator <<(etk::CCout &os, const etk::Matrix4 obj);
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};
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// To siplify the writing of the code ==> this permit to have the same name with the glsl language...
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typedef etk::Matrix4 mat4;
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#endif
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@ -250,4 +250,11 @@ namespace etk
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};
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// To siplify the writing of the code ==> this permit to have the same name with the glsl language...
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typedef etk::Vector2D<float> vec2;
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typedef etk::Vector2D<int32_t> ivec2;
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// not compatible with glsl ... but it is better to have a same writing
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typedef etk::Vector2D<uint32_t> uivec2;
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typedef etk::Vector2D<bool> bvec2;
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#endif
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@ -408,6 +408,13 @@ namespace etk
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etk::CCout& operator <<(etk::CCout &os, const etk::Vector3D<float> obj);
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};
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// To siplify the writing of the code ==> this permit to have the same name with the glsl language...
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typedef etk::Vector3D<float> vec3;
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typedef etk::Vector3D<int32_t> ivec3;
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// not compatible with glsl ... but it is better to have a same writing
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typedef etk::Vector3D<uint32_t> uivec3;
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typedef etk::Vector3D<bool> bvec3;
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#endif
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@ -185,5 +185,13 @@ namespace etk
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};
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};
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// To siplify the writing of the code ==> this permit to have the same name with the glsl language...
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typedef etk::Vector4D<float> vec4;
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typedef etk::Vector4D<int32_t> ivec4;
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// not compatible with glsl ... but it is better to have a same writing
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typedef etk::Vector4D<uint32_t> uivec4;
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typedef etk::Vector4D<bool> bvec4;
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#endif
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