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@@ -299,6 +299,81 @@ highp float determinant(highp mat4 m) {
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#endif
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#endif
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+#if defined(INVERSE_USED)
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+
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+highp mat2 inverse(highp mat2 m) {
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+ highp float d = 1.0 / (m[0].x * m[1].y - m[1].x * m[0].y);
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+ return mat2(
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+ vec2(m[1].y * d, -m[0].y * d),
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+ vec2(-m[1].x * d, m[0].x * d));
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+}
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+
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+highp mat3 inverse(highp mat3 m) {
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+ highp float d = 1.0 / (m[0].x * (m[1].y * m[2].z - m[2].y * m[1].z) - m[1].x * (m[0].y * m[2].z - m[2].y * m[0].z) + m[2].x * (m[0].y * m[1].z - m[1].y * m[0].z));
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+ return mat3(
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+ vec3((m[1].y * m[2].z - m[2].y * m[1].z), -(m[1].x * m[2].z - m[2].x * m[1].z), (m[1].x * m[2].y - m[2].x * m[1].y)) * d,
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+ vec3(-(m[0].y * m[2].z - m[2].y * m[0].z), (m[0].x * m[2].z - m[2].x * m[0].z), -(m[0].x * m[2].y - m[2].x * m[0].y)) * d,
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+ vec3((m[0].y * m[1].z - m[1].y * m[0].z), -(m[0].x * m[1].z - m[1].x * m[0].z), (m[0].x * m[1].y - m[1].x * m[0].y)) * d);
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+}
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+
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+highp mat4 inverse(highp mat4 m) {
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+ highp float c00 = m[2].z * m[3].w - m[3].z * m[2].w;
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+ highp float c02 = m[1].z * m[3].w - m[3].z * m[1].w;
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+ highp float c03 = m[1].z * m[2].w - m[2].z * m[1].w;
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+
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+ highp float c04 = m[2].y * m[3].w - m[3].y * m[2].w;
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+ highp float c06 = m[1].y * m[3].w - m[3].y * m[1].w;
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+ highp float c07 = m[1].y * m[2].w - m[2].y * m[1].w;
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+
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+ highp float c08 = m[2].y * m[3].z - m[3].y * m[2].z;
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+ highp float c10 = m[1].y * m[3].z - m[3].y * m[1].z;
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+ highp float c11 = m[1].y * m[2].z - m[2].y * m[1].z;
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+
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+ highp float c12 = m[2].x * m[3].w - m[3].x * m[2].w;
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+ highp float c14 = m[1].x * m[3].w - m[3].x * m[1].w;
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+ highp float c15 = m[1].x * m[2].w - m[2].x * m[1].w;
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+
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+ highp float c16 = m[2].x * m[3].z - m[3].x * m[2].z;
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+ highp float c18 = m[1].x * m[3].z - m[3].x * m[1].z;
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+ highp float c19 = m[1].x * m[2].z - m[2].x * m[1].z;
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+
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+ highp float c20 = m[2].x * m[3].y - m[3].x * m[2].y;
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+ highp float c22 = m[1].x * m[3].y - m[3].x * m[1].y;
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+ highp float c23 = m[1].x * m[2].y - m[2].x * m[1].y;
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+
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+ vec4 f0 = vec4(c00, c00, c02, c03);
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+ vec4 f1 = vec4(c04, c04, c06, c07);
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+ vec4 f2 = vec4(c08, c08, c10, c11);
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+ vec4 f3 = vec4(c12, c12, c14, c15);
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+ vec4 f4 = vec4(c16, c16, c18, c19);
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+ vec4 f5 = vec4(c20, c20, c22, c23);
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+
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+ vec4 v0 = vec4(m[1].x, m[0].x, m[0].x, m[0].x);
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+ vec4 v1 = vec4(m[1].y, m[0].y, m[0].y, m[0].y);
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+ vec4 v2 = vec4(m[1].z, m[0].z, m[0].z, m[0].z);
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+ vec4 v3 = vec4(m[1].w, m[0].w, m[0].w, m[0].w);
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+
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+ vec4 inv0 = vec4(v1 * f0 - v2 * f1 + v3 * f2);
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+ vec4 inv1 = vec4(v0 * f0 - v2 * f3 + v3 * f4);
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+ vec4 inv2 = vec4(v0 * f1 - v1 * f3 + v3 * f5);
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+ vec4 inv3 = vec4(v0 * f2 - v1 * f4 + v2 * f5);
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+
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+ vec4 sa = vec4(+1, -1, +1, -1);
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+ vec4 sb = vec4(-1, +1, -1, +1);
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+
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+ mat4 inv = mat4(inv0 * sa, inv1 * sb, inv2 * sa, inv3 * sb);
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+
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+ vec4 r0 = vec4(inv[0].x, inv[1].x, inv[2].x, inv[3].x);
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+ vec4 d0 = vec4(m[0] * r0);
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+
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+ highp float d1 = (d0.x + d0.y) + (d0.z + d0.w);
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+ highp float d = 1.0 / d1;
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+
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+ return inv * d;
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+}
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+
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+#endif
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+
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#ifndef USE_GLES_OVER_GL
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#ifndef USE_GLES_OVER_GL
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#if defined(TRANSPOSE_USED)
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#if defined(TRANSPOSE_USED)
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