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Add `core:math/linalg/hlsl`

gingerBill 3 years ago
parent
commit
d8e34bd9b7
2 changed files with 1841 additions and 0 deletions
  1. 1772 0
      core/math/linalg/hlsl/linalg_hlsl.odin
  2. 69 0
      core/math/linalg/hlsl/linalg_hlsl_math.odin

+ 1772 - 0
core/math/linalg/hlsl/linalg_hlsl.odin

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+// core:math/linalg/hlsl implements a HLSL-like mathematics library plus numerous other utility procedures
+package math_linalg_hlsl
+
+import "core:builtin"
+
+TAU :: 6.28318530717958647692528676655900576
+PI  :: 3.14159265358979323846264338327950288
+E   :: 2.71828182845904523536
+τ   :: TAU
+π   :: PI
+e   :: E
+
+SQRT_TWO   :: 1.41421356237309504880168872420969808
+SQRT_THREE :: 1.73205080756887729352744634150587236
+SQRT_FIVE  :: 2.23606797749978969640917366873127623
+
+LN2  :: 0.693147180559945309417232121458176568
+LN10 :: 2.30258509299404568401799145468436421
+
+FLOAT_EPSILON :: 1e-7
+DOUBLE_EPSILON :: 1e-15
+
+// Aliases (not distinct) of types
+float  :: f32
+double :: f64
+int    :: builtin.i32
+uint   :: builtin.u32
+
+// Odin matrices are stored internally as Column-Major, which matches the internal layout of HLSL by default
+float1x1 :: distinct matrix[1, 1]float
+float2x2 :: distinct matrix[2, 2]float
+float3x3 :: distinct matrix[3, 3]float
+float4x4 :: distinct matrix[4, 4]float
+
+float1x2 :: distinct matrix[1, 2]float
+float1x3 :: distinct matrix[1, 3]float
+float1x4 :: distinct matrix[1, 4]float
+float2x1 :: distinct matrix[2, 1]float
+float2x3 :: distinct matrix[2, 3]float
+float2x4 :: distinct matrix[2, 4]float
+float3x1 :: distinct matrix[3, 1]float
+float3x2 :: distinct matrix[3, 2]float
+float3x4 :: distinct matrix[3, 4]float
+float4x1 :: distinct matrix[4, 1]float
+float4x2 :: distinct matrix[4, 2]float
+float4x3 :: distinct matrix[4, 3]float
+
+float2 :: distinct [2]float
+float3 :: distinct [3]float
+float4 :: distinct [4]float
+
+int2 :: distinct [2]int
+int3 :: distinct [3]int
+int4 :: distinct [4]int
+
+uint2 :: distinct [2]uint
+uint3 :: distinct [3]uint
+uint4 :: distinct [4]uint
+
+bool2 :: distinct [2]bool
+bool3 :: distinct [3]bool
+bool4 :: distinct [4]bool
+
+// Double Precision (double) Floating Point Types 
+
+double1x1 :: distinct matrix[1, 1]double
+double2x2 :: distinct matrix[2, 2]double
+double3x3 :: distinct matrix[3, 3]double
+double4x4 :: distinct matrix[4, 4]double
+
+double1x2 :: distinct matrix[1, 2]double
+double1x3 :: distinct matrix[1, 3]double
+double1x4 :: distinct matrix[1, 4]double
+double2x1 :: distinct matrix[2, 1]double
+double2x3 :: distinct matrix[2, 3]double
+double2x4 :: distinct matrix[2, 4]double
+double3x1 :: distinct matrix[3, 1]double
+double3x2 :: distinct matrix[3, 2]double
+double3x4 :: distinct matrix[3, 4]double
+double4x1 :: distinct matrix[4, 1]double
+double4x2 :: distinct matrix[4, 2]double
+double4x3 :: distinct matrix[4, 3]double
+
+double2 :: distinct [2]double
+double3 :: distinct [3]double
+double4 :: distinct [4]double
+
+
+int1x1 :: distinct matrix[1, 1]int
+int2x2 :: distinct matrix[2, 2]int
+int3x3 :: distinct matrix[3, 3]int
+int4x4 :: distinct matrix[4, 4]int
+
+int1x2 :: distinct matrix[1, 2]int
+int1x3 :: distinct matrix[1, 3]int
+int1x4 :: distinct matrix[1, 4]int
+int2x1 :: distinct matrix[2, 1]int
+int2x3 :: distinct matrix[2, 3]int
+int2x4 :: distinct matrix[2, 4]int
+int3x1 :: distinct matrix[3, 1]int
+int3x2 :: distinct matrix[3, 2]int
+int3x4 :: distinct matrix[3, 4]int
+int4x1 :: distinct matrix[4, 1]int
+int4x2 :: distinct matrix[4, 2]int
+int4x3 :: distinct matrix[4, 3]int
+
+cos :: proc{
+	cos_float,
+	cos_double,
+	cos_float2,
+	cos_float3,
+	cos_float4,
+	cos_double2,
+	cos_double3,
+	cos_double4,
+}
+cos_float2 :: proc "c" (x: float2) -> float2 { return {cos(x.x), cos(x.y)} }
+cos_float3 :: proc "c" (x: float3) -> float3 { return {cos(x.x), cos(x.y), cos(x.z)} }
+cos_float4 :: proc "c" (x: float4) -> float4 { return {cos(x.x), cos(x.y), cos(x.z), cos(x.w)} }
+cos_double2 :: proc "c" (x: double2) -> double2 { return {cos(x.x), cos(x.y)} }
+cos_double3 :: proc "c" (x: double3) -> double3 { return {cos(x.x), cos(x.y), cos(x.z)} }
+cos_double4 :: proc "c" (x: double4) -> double4 { return {cos(x.x), cos(x.y), cos(x.z), cos(x.w)} }
+
+sin :: proc{
+	sin_float,
+	sin_double,
+	sin_float2,
+	sin_float3,
+	sin_float4,
+	sin_double2,
+	sin_double3,
+	sin_double4,
+}
+sin_float2 :: proc "c" (x: float2) -> float2 { return {sin(x.x), sin(x.y)} }
+sin_float3 :: proc "c" (x: float3) -> float3 { return {sin(x.x), sin(x.y), sin(x.z)} }
+sin_float4 :: proc "c" (x: float4) -> float4 { return {sin(x.x), sin(x.y), sin(x.z), sin(x.w)} }
+sin_double2 :: proc "c" (x: double2) -> double2 { return {sin(x.x), sin(x.y)} }
+sin_double3 :: proc "c" (x: double3) -> double3 { return {sin(x.x), sin(x.y), sin(x.z)} }
+sin_double4 :: proc "c" (x: double4) -> double4 { return {sin(x.x), sin(x.y), sin(x.z), sin(x.w)} }
+
+tan :: proc{
+	tan_float,
+	tan_double,
+	tan_float2,
+	tan_float3,
+	tan_float4,
+	tan_double2,
+	tan_double3,
+	tan_double4,
+}
+tan_float2 :: proc "c" (x: float2) -> float2 { return {tan(x.x), tan(x.y)} }
+tan_float3 :: proc "c" (x: float3) -> float3 { return {tan(x.x), tan(x.y), tan(x.z)} }
+tan_float4 :: proc "c" (x: float4) -> float4 { return {tan(x.x), tan(x.y), tan(x.z), tan(x.w)} }
+tan_double2 :: proc "c" (x: double2) -> double2 { return {tan(x.x), tan(x.y)} }
+tan_double3 :: proc "c" (x: double3) -> double3 { return {tan(x.x), tan(x.y), tan(x.z)} }
+tan_double4 :: proc "c" (x: double4) -> double4 { return {tan(x.x), tan(x.y), tan(x.z), tan(x.w)} }
+
+acos :: proc{
+	acos_float,
+	acos_double,
+	acos_float2,
+	acos_float3,
+	acos_float4,
+	acos_double2,
+	acos_double3,
+	acos_double4,
+}
+acos_float2 :: proc "c" (x: float2) -> float2 { return {acos(x.x), acos(x.y)} }
+acos_float3 :: proc "c" (x: float3) -> float3 { return {acos(x.x), acos(x.y), acos(x.z)} }
+acos_float4 :: proc "c" (x: float4) -> float4 { return {acos(x.x), acos(x.y), acos(x.z), acos(x.w)} }
+acos_double2 :: proc "c" (x: double2) -> double2 { return {acos(x.x), acos(x.y)} }
+acos_double3 :: proc "c" (x: double3) -> double3 { return {acos(x.x), acos(x.y), acos(x.z)} }
+acos_double4 :: proc "c" (x: double4) -> double4 { return {acos(x.x), acos(x.y), acos(x.z), acos(x.w)} }
+
+asin :: proc{
+	asin_float,
+	asin_double,
+	asin_float2,
+	asin_float3,
+	asin_float4,
+	asin_double2,
+	asin_double3,
+	asin_double4,
+}
+asin_float2 :: proc "c" (x: float2) -> float2 { return {asin(x.x), asin(x.y)} }
+asin_float3 :: proc "c" (x: float3) -> float3 { return {asin(x.x), asin(x.y), asin(x.z)} }
+asin_float4 :: proc "c" (x: float4) -> float4 { return {asin(x.x), asin(x.y), asin(x.z), asin(x.w)} }
+asin_double2 :: proc "c" (x: double2) -> double2 { return {asin(x.x), asin(x.y)} }
+asin_double3 :: proc "c" (x: double3) -> double3 { return {asin(x.x), asin(x.y), asin(x.z)} }
+asin_double4 :: proc "c" (x: double4) -> double4 { return {asin(x.x), asin(x.y), asin(x.z), asin(x.w)} }
+
+atan :: proc{
+	atan_float,
+	atan_double,
+	atan_float2,
+	atan_float3,
+	atan_float4,
+	atan_double2,
+	atan_double3,
+	atan_double4,
+	atan2_float,
+	atan2_double,
+	atan2_float2,
+	atan2_float3,
+	atan2_float4,
+	atan2_double2,
+	atan2_double3,
+	atan2_double4,
+}
+atan_float2 :: proc "c" (x: float2) -> float2 { return {atan(x.x), atan(x.y)} }
+atan_float3 :: proc "c" (x: float3) -> float3 { return {atan(x.x), atan(x.y), atan(x.z)} }
+atan_float4 :: proc "c" (x: float4) -> float4 { return {atan(x.x), atan(x.y), atan(x.z), atan(x.w)} }
+atan_double2 :: proc "c" (x: double2) -> double2 { return {atan(x.x), atan(x.y)} }
+atan_double3 :: proc "c" (x: double3) -> double3 { return {atan(x.x), atan(x.y), atan(x.z)} }
+atan_double4 :: proc "c" (x: double4) -> double4 { return {atan(x.x), atan(x.y), atan(x.z), atan(x.w)} }
+
+atan2 :: proc{
+	atan2_float,
+	atan2_double,
+	atan2_float2,
+	atan2_float3,
+	atan2_float4,
+	atan2_double2,
+	atan2_double3,
+	atan2_double4,
+}
+atan2_float2 :: proc "c" (y, x: float2) -> float2 { return {atan2(y.x, x.x), atan2(y.y, x.y)} }
+atan2_float3 :: proc "c" (y, x: float3) -> float3 { return {atan2(y.x, x.x), atan2(y.y, x.y), atan2(y.z, x.z)} }
+atan2_float4 :: proc "c" (y, x: float4) -> float4 { return {atan2(y.x, x.x), atan2(y.y, x.y), atan2(y.z, x.z), atan2(y.w, x.w)} }
+atan2_double2 :: proc "c" (y, x: double2) -> double2 { return {atan2(y.x, x.x), atan2(y.y, x.y)} }
+atan2_double3 :: proc "c" (y, x: double3) -> double3 { return {atan2(y.x, x.x), atan2(y.y, x.y), atan2(y.z, x.z)} }
+atan2_double4 :: proc "c" (y, x: double4) -> double4 { return {atan2(y.x, x.x), atan2(y.y, x.y), atan2(y.z, x.z), atan2(y.w, x.w)} }
+
+
+
+cosh :: proc{
+	cosh_float,
+	cosh_double,
+	cosh_float2,
+	cosh_float3,
+	cosh_float4,
+	cosh_double2,
+	cosh_double3,
+	cosh_double4,
+}
+cosh_float2 :: proc "c" (x: float2) -> float2 { return {cosh(x.x), cosh(x.y)} }
+cosh_float3 :: proc "c" (x: float3) -> float3 { return {cosh(x.x), cosh(x.y), cosh(x.z)} }
+cosh_float4 :: proc "c" (x: float4) -> float4 { return {cosh(x.x), cosh(x.y), cosh(x.z), cosh(x.w)} }
+cosh_double2 :: proc "c" (x: double2) -> double2 { return {cosh(x.x), cosh(x.y)} }
+cosh_double3 :: proc "c" (x: double3) -> double3 { return {cosh(x.x), cosh(x.y), cosh(x.z)} }
+cosh_double4 :: proc "c" (x: double4) -> double4 { return {cosh(x.x), cosh(x.y), cosh(x.z), cosh(x.w)} }
+
+
+sinh :: proc{
+	sinh_float,
+	sinh_double,
+	sinh_float2,
+	sinh_float3,
+	sinh_float4,
+	sinh_double2,
+	sinh_double3,
+	sinh_double4,
+}
+sinh_float2 :: proc "c" (x: float2) -> float2 { return {sinh(x.x), sinh(x.y)} }
+sinh_float3 :: proc "c" (x: float3) -> float3 { return {sinh(x.x), sinh(x.y), sinh(x.z)} }
+sinh_float4 :: proc "c" (x: float4) -> float4 { return {sinh(x.x), sinh(x.y), sinh(x.z), sinh(x.w)} }
+sinh_double2 :: proc "c" (x: double2) -> double2 { return {sinh(x.x), sinh(x.y)} }
+sinh_double3 :: proc "c" (x: double3) -> double3 { return {sinh(x.x), sinh(x.y), sinh(x.z)} }
+sinh_double4 :: proc "c" (x: double4) -> double4 { return {sinh(x.x), sinh(x.y), sinh(x.z), sinh(x.w)} }
+
+tanh :: proc{
+	tanh_float,
+	tanh_double,
+	tanh_float2,
+	tanh_float3,
+	tanh_float4,
+	tanh_double2,
+	tanh_double3,
+	tanh_double4,
+}
+tanh_float2 :: proc "c" (x: float2) -> float2 { return {tanh(x.x), tanh(x.y)} }
+tanh_float3 :: proc "c" (x: float3) -> float3 { return {tanh(x.x), tanh(x.y), tanh(x.z)} }
+tanh_float4 :: proc "c" (x: float4) -> float4 { return {tanh(x.x), tanh(x.y), tanh(x.z), tanh(x.w)} }
+tanh_double2 :: proc "c" (x: double2) -> double2 { return {tanh(x.x), tanh(x.y)} }
+tanh_double3 :: proc "c" (x: double3) -> double3 { return {tanh(x.x), tanh(x.y), tanh(x.z)} }
+tanh_double4 :: proc "c" (x: double4) -> double4 { return {tanh(x.x), tanh(x.y), tanh(x.z), tanh(x.w)} }
+
+acosh :: proc{
+	acosh_float,
+	acosh_double,
+	acosh_float2,
+	acosh_float3,
+	acosh_float4,
+	acosh_double2,
+	acosh_double3,
+	acosh_double4,
+}
+acosh_float2 :: proc "c" (x: float2) -> float2 { return {acosh(x.x), acosh(x.y)} }
+acosh_float3 :: proc "c" (x: float3) -> float3 { return {acosh(x.x), acosh(x.y), acosh(x.z)} }
+acosh_float4 :: proc "c" (x: float4) -> float4 { return {acosh(x.x), acosh(x.y), acosh(x.z), acosh(x.w)} }
+acosh_double2 :: proc "c" (x: double2) -> double2 { return {acosh(x.x), acosh(x.y)} }
+acosh_double3 :: proc "c" (x: double3) -> double3 { return {acosh(x.x), acosh(x.y), acosh(x.z)} }
+acosh_double4 :: proc "c" (x: double4) -> double4 { return {acosh(x.x), acosh(x.y), acosh(x.z), acosh(x.w)} }
+
+asinh :: proc{
+	asinh_float,
+	asinh_double,
+	asinh_float2,
+	asinh_float3,
+	asinh_float4,
+	asinh_double2,
+	asinh_double3,
+	asinh_double4,
+}
+asinh_float2 :: proc "c" (x: float2) -> float2 { return {asinh(x.x), asinh(x.y)} }
+asinh_float3 :: proc "c" (x: float3) -> float3 { return {asinh(x.x), asinh(x.y), asinh(x.z)} }
+asinh_float4 :: proc "c" (x: float4) -> float4 { return {asinh(x.x), asinh(x.y), asinh(x.z), asinh(x.w)} }
+asinh_double2 :: proc "c" (x: double2) -> double2 { return {asinh(x.x), asinh(x.y)} }
+asinh_double3 :: proc "c" (x: double3) -> double3 { return {asinh(x.x), asinh(x.y), asinh(x.z)} }
+asinh_double4 :: proc "c" (x: double4) -> double4 { return {asinh(x.x), asinh(x.y), asinh(x.z), asinh(x.w)} }
+
+atanh :: proc{
+	atanh_float,
+	atanh_double,
+	atanh_float2,
+	atanh_float3,
+	atanh_float4,
+	atanh_double2,
+	atanh_double3,
+	atanh_double4,
+}
+atanh_float2 :: proc "c" (x: float2) -> float2 { return {atanh(x.x), atanh(x.y)} }
+atanh_float3 :: proc "c" (x: float3) -> float3 { return {atanh(x.x), atanh(x.y), atanh(x.z)} }
+atanh_float4 :: proc "c" (x: float4) -> float4 { return {atanh(x.x), atanh(x.y), atanh(x.z), atanh(x.w)} }
+atanh_double2 :: proc "c" (x: double2) -> double2 { return {atanh(x.x), atanh(x.y)} }
+atanh_double3 :: proc "c" (x: double3) -> double3 { return {atanh(x.x), atanh(x.y), atanh(x.z)} }
+atanh_double4 :: proc "c" (x: double4) -> double4 { return {atanh(x.x), atanh(x.y), atanh(x.z), atanh(x.w)} }
+
+sqrt :: proc{
+	sqrt_float,
+	sqrt_double,
+	sqrt_float2,
+	sqrt_float3,
+	sqrt_float4,
+	sqrt_double2,
+	sqrt_double3,
+	sqrt_double4,
+}
+sqrt_float2 :: proc "c" (x: float2) -> float2 { return {sqrt(x.x), sqrt(x.y)} }
+sqrt_float3 :: proc "c" (x: float3) -> float3 { return {sqrt(x.x), sqrt(x.y), sqrt(x.z)} }
+sqrt_float4 :: proc "c" (x: float4) -> float4 { return {sqrt(x.x), sqrt(x.y), sqrt(x.z), sqrt(x.w)} }
+sqrt_double2 :: proc "c" (x: double2) -> double2 { return {sqrt(x.x), sqrt(x.y)} }
+sqrt_double3 :: proc "c" (x: double3) -> double3 { return {sqrt(x.x), sqrt(x.y), sqrt(x.z)} }
+sqrt_double4 :: proc "c" (x: double4) -> double4 { return {sqrt(x.x), sqrt(x.y), sqrt(x.z), sqrt(x.w)} }
+
+rsqrt :: proc{
+	rsqrt_float,
+	rsqrt_double,
+	rsqrt_float2,
+	rsqrt_float3,
+	rsqrt_float4,
+	rsqrt_double2,
+	rsqrt_double3,
+	rsqrt_double4,
+}
+rsqrt_float2 :: proc "c" (x: float2) -> float2 { return {rsqrt(x.x), rsqrt(x.y)} }
+rsqrt_float3 :: proc "c" (x: float3) -> float3 { return {rsqrt(x.x), rsqrt(x.y), rsqrt(x.z)} }
+rsqrt_float4 :: proc "c" (x: float4) -> float4 { return {rsqrt(x.x), rsqrt(x.y), rsqrt(x.z), rsqrt(x.w)} }
+rsqrt_double2 :: proc "c" (x: double2) -> double2 { return {rsqrt(x.x), rsqrt(x.y)} }
+rsqrt_double3 :: proc "c" (x: double3) -> double3 { return {rsqrt(x.x), rsqrt(x.y), rsqrt(x.z)} }
+rsqrt_double4 :: proc "c" (x: double4) -> double4 { return {rsqrt(x.x), rsqrt(x.y), rsqrt(x.z), rsqrt(x.w)} }
+
+rcp :: proc{
+	rcp_float,
+	rcp_double,
+	rcp_float2,
+	rcp_float3,
+	rcp_float4,
+	rcp_double2,
+	rcp_double3,
+	rcp_double4,
+}
+rcp_float2 :: proc "c" (x: float2) -> float2 { return {rcp(x.x), rcp(x.y)} }
+rcp_float3 :: proc "c" (x: float3) -> float3 { return {rcp(x.x), rcp(x.y), rcp(x.z)} }
+rcp_float4 :: proc "c" (x: float4) -> float4 { return {rcp(x.x), rcp(x.y), rcp(x.z), rcp(x.w)} }
+rcp_double2 :: proc "c" (x: double2) -> double2 { return {rcp(x.x), rcp(x.y)} }
+rcp_double3 :: proc "c" (x: double3) -> double3 { return {rcp(x.x), rcp(x.y), rcp(x.z)} }
+rcp_double4 :: proc "c" (x: double4) -> double4 { return {rcp(x.x), rcp(x.y), rcp(x.z), rcp(x.w)} }
+
+
+pow :: proc{
+	pow_float,
+	pow_double,
+	pow_float2,
+	pow_float3,
+	pow_float4,
+	pow_double2,
+	pow_double3,
+	pow_double4,
+}
+pow_float2 :: proc "c" (x, y: float2) -> float2 { return {pow(x.x, y.x), pow(x.y, y.y)} }
+pow_float3 :: proc "c" (x, y: float3) -> float3 { return {pow(x.x, y.x), pow(x.y, y.y), pow(x.z, y.z)} }
+pow_float4 :: proc "c" (x, y: float4) -> float4 { return {pow(x.x, y.x), pow(x.y, y.y), pow(x.z, y.z), pow(x.w, y.w)} }
+pow_double2 :: proc "c" (x, y: double2) -> double2 { return {pow(x.x, y.x), pow(x.y, y.y)} }
+pow_double3 :: proc "c" (x, y: double3) -> double3 { return {pow(x.x, y.x), pow(x.y, y.y), pow(x.z, y.z)} }
+pow_double4 :: proc "c" (x, y: double4) -> double4 { return {pow(x.x, y.x), pow(x.y, y.y), pow(x.z, y.z), pow(x.w, y.w)} }
+
+
+
+exp :: proc{
+	exp_float,
+	exp_double,
+	exp_float2,
+	exp_float3,
+	exp_float4,
+	exp_double2,
+	exp_double3,
+	exp_double4,
+}
+exp_float2 :: proc "c" (x: float2) -> float2 { return {exp(x.x), exp(x.y)} }
+exp_float3 :: proc "c" (x: float3) -> float3 { return {exp(x.x), exp(x.y), exp(x.z)} }
+exp_float4 :: proc "c" (x: float4) -> float4 { return {exp(x.x), exp(x.y), exp(x.z), exp(x.w)} }
+exp_double2 :: proc "c" (x: double2) -> double2 { return {exp(x.x), exp(x.y)} }
+exp_double3 :: proc "c" (x: double3) -> double3 { return {exp(x.x), exp(x.y), exp(x.z)} }
+exp_double4 :: proc "c" (x: double4) -> double4 { return {exp(x.x), exp(x.y), exp(x.z), exp(x.w)} }
+
+
+
+log :: proc{
+	log_float,
+	log_double,
+	log_float2,
+	log_float3,
+	log_float4,
+	log_double2,
+	log_double3,
+	log_double4,
+}
+log_float2 :: proc "c" (x: float2) -> float2 { return {log(x.x), log(x.y)} }
+log_float3 :: proc "c" (x: float3) -> float3 { return {log(x.x), log(x.y), log(x.z)} }
+log_float4 :: proc "c" (x: float4) -> float4 { return {log(x.x), log(x.y), log(x.z), log(x.w)} }
+log_double2 :: proc "c" (x: double2) -> double2 { return {log(x.x), log(x.y)} }
+log_double3 :: proc "c" (x: double3) -> double3 { return {log(x.x), log(x.y), log(x.z)} }
+log_double4 :: proc "c" (x: double4) -> double4 { return {log(x.x), log(x.y), log(x.z), log(x.w)} }
+
+
+log2 :: proc{
+	log2_float,
+	log2_double,
+	log2_float2,
+	log2_float3,
+	log2_float4,
+	log2_double2,
+	log2_double3,
+	log2_double4,
+}
+log2_float2 :: proc "c" (x: float2) -> float2 { return {log2(x.x), log2(x.y)} }
+log2_float3 :: proc "c" (x: float3) -> float3 { return {log2(x.x), log2(x.y), log2(x.z)} }
+log2_float4 :: proc "c" (x: float4) -> float4 { return {log2(x.x), log2(x.y), log2(x.z), log2(x.w)} }
+log2_double2 :: proc "c" (x: double2) -> double2 { return {log2(x.x), log2(x.y)} }
+log2_double3 :: proc "c" (x: double3) -> double3 { return {log2(x.x), log2(x.y), log2(x.z)} }
+log2_double4 :: proc "c" (x: double4) -> double4 { return {log2(x.x), log2(x.y), log2(x.z), log2(x.w)} }
+
+
+
+log10 :: proc{
+	log10_float,
+	log10_double,
+	log10_float2,
+	log10_float3,
+	log10_float4,
+	log10_double2,
+	log10_double3,
+	log10_double4,
+}
+log10_float2 :: proc "c" (x: float2) -> float2 { return {log10(x.x), log10(x.y)} }
+log10_float3 :: proc "c" (x: float3) -> float3 { return {log10(x.x), log10(x.y), log10(x.z)} }
+log10_float4 :: proc "c" (x: float4) -> float4 { return {log10(x.x), log10(x.y), log10(x.z), log10(x.w)} }
+log10_double2 :: proc "c" (x: double2) -> double2 { return {log10(x.x), log10(x.y)} }
+log10_double3 :: proc "c" (x: double3) -> double3 { return {log10(x.x), log10(x.y), log10(x.z)} }
+log10_double4 :: proc "c" (x: double4) -> double4 { return {log10(x.x), log10(x.y), log10(x.z), log10(x.w)} }
+
+
+
+
+exp2 :: proc{
+	exp2_float,
+	exp2_double,
+	exp2_float2,
+	exp2_float3,
+	exp2_float4,
+	exp2_double2,
+	exp2_double3,
+	exp2_double4,
+}
+exp2_float2 :: proc "c" (x: float2) -> float2 { return {exp2(x.x), exp2(x.y)} }
+exp2_float3 :: proc "c" (x: float3) -> float3 { return {exp2(x.x), exp2(x.y), exp2(x.z)} }
+exp2_float4 :: proc "c" (x: float4) -> float4 { return {exp2(x.x), exp2(x.y), exp2(x.z), exp2(x.w)} }
+exp2_double2 :: proc "c" (x: double2) -> double2 { return {exp2(x.x), exp2(x.y)} }
+exp2_double3 :: proc "c" (x: double3) -> double3 { return {exp2(x.x), exp2(x.y), exp2(x.z)} }
+exp2_double4 :: proc "c" (x: double4) -> double4 { return {exp2(x.x), exp2(x.y), exp2(x.z), exp2(x.w)} }
+
+
+sign :: proc{
+	sign_int,
+	sign_uint,
+	sign_float,
+	sign_double,
+	sign_float2,
+	sign_float3,
+	sign_float4,
+	sign_double2,
+	sign_double3,
+	sign_double4,
+	sign_int2,
+	sign_int3,
+	sign_int4,
+	sign_uint2,
+	sign_uint3,
+	sign_uint4,
+}
+sign_int :: proc "c" (x: int) -> int { return -1 if x < 0 else +1 if x > 0 else 0 }
+sign_uint :: proc "c" (x: uint) -> uint { return +1 if x > 0 else 0 }
+sign_float2 :: proc "c" (x: float2) -> float2 { return {sign(x.x), sign(x.y)} }
+sign_float3 :: proc "c" (x: float3) -> float3 { return {sign(x.x), sign(x.y), sign(x.z)} }
+sign_float4 :: proc "c" (x: float4) -> float4 { return {sign(x.x), sign(x.y), sign(x.z), sign(x.w)} }
+sign_double2 :: proc "c" (x: double2) -> double2 { return {sign(x.x), sign(x.y)} }
+sign_double3 :: proc "c" (x: double3) -> double3 { return {sign(x.x), sign(x.y), sign(x.z)} }
+sign_double4 :: proc "c" (x: double4) -> double4 { return {sign(x.x), sign(x.y), sign(x.z), sign(x.w)} }
+sign_int2 :: proc "c" (x: int2) -> int2 { return {sign(x.x), sign(x.y)} }
+sign_int3 :: proc "c" (x: int3) -> int3 { return {sign(x.x), sign(x.y), sign(x.z)} }
+sign_int4 :: proc "c" (x: int4) -> int4 { return {sign(x.x), sign(x.y), sign(x.z), sign(x.w)} }
+sign_uint2 :: proc "c" (x: uint2) -> uint2 { return {sign(x.x), sign(x.y)} }
+sign_uint3 :: proc "c" (x: uint3) -> uint3 { return {sign(x.x), sign(x.y), sign(x.z)} }
+sign_uint4 :: proc "c" (x: uint4) -> uint4 { return {sign(x.x), sign(x.y), sign(x.z), sign(x.w)} }
+
+floor :: proc{
+	floor_float,
+	floor_double,
+	floor_float2,
+	floor_float3,
+	floor_float4,
+	floor_double2,
+	floor_double3,
+	floor_double4,
+}
+floor_float2 :: proc "c" (x: float2) -> float2 { return {floor(x.x), floor(x.y)} }
+floor_float3 :: proc "c" (x: float3) -> float3 { return {floor(x.x), floor(x.y), floor(x.z)} }
+floor_float4 :: proc "c" (x: float4) -> float4 { return {floor(x.x), floor(x.y), floor(x.z), floor(x.w)} }
+floor_double2 :: proc "c" (x: double2) -> double2 { return {floor(x.x), floor(x.y)} }
+floor_double3 :: proc "c" (x: double3) -> double3 { return {floor(x.x), floor(x.y), floor(x.z)} }
+floor_double4 :: proc "c" (x: double4) -> double4 { return {floor(x.x), floor(x.y), floor(x.z), floor(x.w)} }
+
+
+ceil :: proc{
+	ceil_float,
+	ceil_double,
+	ceil_float2,
+	ceil_float3,
+	ceil_float4,
+	ceil_double2,
+	ceil_double3,
+	ceil_double4,
+}
+ceil_float2 :: proc "c" (x: float2) -> float2 { return {ceil(x.x), ceil(x.y)} }
+ceil_float3 :: proc "c" (x: float3) -> float3 { return {ceil(x.x), ceil(x.y), ceil(x.z)} }
+ceil_float4 :: proc "c" (x: float4) -> float4 { return {ceil(x.x), ceil(x.y), ceil(x.z), ceil(x.w)} }
+ceil_double2 :: proc "c" (x: double2) -> double2 { return {ceil(x.x), ceil(x.y)} }
+ceil_double3 :: proc "c" (x: double3) -> double3 { return {ceil(x.x), ceil(x.y), ceil(x.z)} }
+ceil_double4 :: proc "c" (x: double4) -> double4 { return {ceil(x.x), ceil(x.y), ceil(x.z), ceil(x.w)} }
+
+
+fmod :: proc{
+	fmod_float,
+	fmod_double,
+	fmod_float2,
+	fmod_float3,
+	fmod_float4,
+	fmod_double2,
+	fmod_double3,
+	fmod_double4,
+}
+fmod_float2 :: proc "c" (x, y: float2) -> float2 { return {fmod(x.x, y.x), fmod(x.y, y.y)} }
+fmod_float3 :: proc "c" (x, y: float3) -> float3 { return {fmod(x.x, y.x), fmod(x.y, y.y), fmod(x.z, y.z)} }
+fmod_float4 :: proc "c" (x, y: float4) -> float4 { return {fmod(x.x, y.x), fmod(x.y, y.y), fmod(x.z, y.z), fmod(x.w, y.w)} }
+fmod_double2 :: proc "c" (x, y: double2) -> double2 { return {fmod(x.x, y.x), fmod(x.y, y.y)} }
+fmod_double3 :: proc "c" (x, y: double3) -> double3 { return {fmod(x.x, y.x), fmod(x.y, y.y), fmod(x.z, y.z)} }
+fmod_double4 :: proc "c" (x, y: double4) -> double4 { return {fmod(x.x, y.x), fmod(x.y, y.y), fmod(x.z, y.z), fmod(x.w, y.w)} }
+
+
+frac :: proc{
+	frac_float,
+	frac_double,
+	frac_float2,
+	frac_float3,
+	frac_float4,
+	frac_double2,
+	frac_double3,
+	frac_double4,
+}
+frac_float2 :: proc "c" (x: float2) -> float2 { return {frac(x.x), frac(x.y)} }
+frac_float3 :: proc "c" (x: float3) -> float3 { return {frac(x.x), frac(x.y), frac(x.z)} }
+frac_float4 :: proc "c" (x: float4) -> float4 { return {frac(x.x), frac(x.y), frac(x.z), frac(x.w)} }
+frac_double2 :: proc "c" (x: double2) -> double2 { return {frac(x.x), frac(x.y)} }
+frac_double3 :: proc "c" (x: double3) -> double3 { return {frac(x.x), frac(x.y), frac(x.z)} }
+frac_double4 :: proc "c" (x: double4) -> double4 { return {frac(x.x), frac(x.y), frac(x.z), frac(x.w)} }
+
+
+
+radians :: proc{
+	radians_float,
+	radians_double,
+	radians_float2,
+	radians_float3,
+	radians_float4,
+	radians_double2,
+	radians_double3,
+	radians_double4,
+}
+radians_float  :: proc "c" (degrees: float)  -> float  { return degrees * TAU / 360.0 }
+radians_double  :: proc "c" (degrees: double)  -> double  { return degrees * TAU / 360.0 }
+radians_float2 :: proc "c" (degrees: float2) -> float2 { return degrees * TAU / 360.0 }
+radians_float3 :: proc "c" (degrees: float3) -> float3 { return degrees * TAU / 360.0 }
+radians_float4 :: proc "c" (degrees: float4) -> float4 { return degrees * TAU / 360.0 }
+radians_double2 :: proc "c" (degrees: double2) -> double2 { return degrees * TAU / 360.0 }
+radians_double3 :: proc "c" (degrees: double3) -> double3 { return degrees * TAU / 360.0 }
+radians_double4 :: proc "c" (degrees: double4) -> double4 { return degrees * TAU / 360.0 }
+
+
+degrees :: proc{
+	degrees_float,
+	degrees_double,
+	degrees_float2,
+	degrees_float3,
+	degrees_float4,
+	degrees_double2,
+	degrees_double3,
+	degrees_double4,
+}
+degrees_float  :: proc "c" (radians: float)  -> float  { return radians * 360.0 / TAU }
+degrees_double  :: proc "c" (radians: double)  -> double  { return radians * 360.0 / TAU }
+degrees_float2 :: proc "c" (radians: float2) -> float2 { return radians * 360.0 / TAU }
+degrees_float3 :: proc "c" (radians: float3) -> float3 { return radians * 360.0 / TAU }
+degrees_float4 :: proc "c" (radians: float4) -> float4 { return radians * 360.0 / TAU }
+degrees_double2 :: proc "c" (radians: double2) -> double2 { return radians * 360.0 / TAU }
+degrees_double3 :: proc "c" (radians: double3) -> double3 { return radians * 360.0 / TAU }
+degrees_double4 :: proc "c" (radians: double4) -> double4 { return radians * 360.0 / TAU }
+
+min :: proc{
+	min_int,  
+	min_uint,  
+	min_float,  
+	min_double,
+	min_float2, 
+	min_float3, 
+	min_float4, 
+	min_double2, 
+	min_double3, 
+	min_double4, 
+	min_int2,
+	min_int3,
+	min_int4,
+	min_uint2,
+	min_uint3,
+	min_uint4,
+}
+min_int  :: proc "c" (x, y: int) -> int   { return builtin.min(x, y) }
+min_uint  :: proc "c" (x, y: uint) -> uint   { return builtin.min(x, y) }
+min_float  :: proc "c" (x, y: float) -> float   { return builtin.min(x, y) }
+min_double  :: proc "c" (x, y: double) -> double   { return builtin.min(x, y) }
+min_float2 :: proc "c" (x, y: float2) -> float2 { return {min(x.x, y.x), min(x.y, y.y)} }
+min_float3 :: proc "c" (x, y: float3) -> float3 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z)} }
+min_float4 :: proc "c" (x, y: float4) -> float4 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z), min(x.w, y.w)} }
+min_double2 :: proc "c" (x, y: double2) -> double2 { return {min(x.x, y.x), min(x.y, y.y)} }
+min_double3 :: proc "c" (x, y: double3) -> double3 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z)} }
+min_double4 :: proc "c" (x, y: double4) -> double4 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z), min(x.w, y.w)} }
+min_int2 :: proc "c" (x, y: int2) -> int2 { return {min(x.x, y.x), min(x.y, y.y)} }
+min_int3 :: proc "c" (x, y: int3) -> int3 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z)} }
+min_int4 :: proc "c" (x, y: int4) -> int4 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z), min(x.w, y.w)} }
+min_uint2 :: proc "c" (x, y: uint2) -> uint2 { return {min(x.x, y.x), min(x.y, y.y)} }
+min_uint3 :: proc "c" (x, y: uint3) -> uint3 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z)} }
+min_uint4 :: proc "c" (x, y: uint4) -> uint4 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z), min(x.w, y.w)} }
+
+
+max :: proc{
+	max_int,  
+	max_uint,  
+	max_float,  
+	max_double,
+	max_float2, 
+	max_float3, 
+	max_float4, 
+	max_double2, 
+	max_double3, 
+	max_double4, 
+	max_int2,
+	max_int3,
+	max_int4,
+	max_uint2,
+	max_uint3,
+	max_uint4,
+}
+max_int  :: proc "c" (x, y: int) -> int   { return builtin.max(x, y) }
+max_uint  :: proc "c" (x, y: uint) -> uint   { return builtin.max(x, y) }
+max_float  :: proc "c" (x, y: float) -> float   { return builtin.max(x, y) }
+max_double  :: proc "c" (x, y: double) -> double   { return builtin.max(x, y) }
+max_float2 :: proc "c" (x, y: float2) -> float2 { return {max(x.x, y.x), max(x.y, y.y)} }
+max_float3 :: proc "c" (x, y: float3) -> float3 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z)} }
+max_float4 :: proc "c" (x, y: float4) -> float4 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z), max(x.w, y.w)} }
+max_double2 :: proc "c" (x, y: double2) -> double2 { return {max(x.x, y.x), max(x.y, y.y)} }
+max_double3 :: proc "c" (x, y: double3) -> double3 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z)} }
+max_double4 :: proc "c" (x, y: double4) -> double4 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z), max(x.w, y.w)} }
+max_int2 :: proc "c" (x, y: int2) -> int2 { return {max(x.x, y.x), max(x.y, y.y)} }
+max_int3 :: proc "c" (x, y: int3) -> int3 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z)} }
+max_int4 :: proc "c" (x, y: int4) -> int4 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z), max(x.w, y.w)} }
+max_uint2 :: proc "c" (x, y: uint2) -> uint2 { return {max(x.x, y.x), max(x.y, y.y)} }
+max_uint3 :: proc "c" (x, y: uint3) -> uint3 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z)} }
+max_uint4 :: proc "c" (x, y: uint4) -> uint4 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z), max(x.w, y.w)} }
+
+
+
+clamp :: proc{
+	clamp_int, 
+	clamp_uint, 
+	clamp_float,  
+	clamp_double,
+	clamp_float2, 
+	clamp_float3, 
+	clamp_float4, 
+	clamp_double2, 
+	clamp_double3, 
+	clamp_double4, 
+	clamp_int2,
+	clamp_int3,
+	clamp_int4,
+	clamp_uint2,
+	clamp_uint3,
+	clamp_uint4,
+}
+clamp_int  :: proc "c" (x, y, z: int) -> int   { return builtin.clamp(x, y, z) }
+clamp_uint  :: proc "c" (x, y, z: uint) -> uint   { return builtin.clamp(x, y, z) }
+clamp_float  :: proc "c" (x, y, z: float) -> float   { return builtin.clamp(x, y, z) }
+clamp_double  :: proc "c" (x, y, z: double) -> double   { return builtin.clamp(x, y, z) }
+clamp_float2 :: proc "c" (x, y, z: float2) -> float2 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y)} }
+clamp_float3 :: proc "c" (x, y, z: float3) -> float3 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z)} }
+clamp_float4 :: proc "c" (x, y, z: float4) -> float4 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z), clamp(x.w, y.w, z.w)} }
+clamp_double2 :: proc "c" (x, y, z: double2) -> double2 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y)} }
+clamp_double3 :: proc "c" (x, y, z: double3) -> double3 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z)} }
+clamp_double4 :: proc "c" (x, y, z: double4) -> double4 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z), clamp(x.w, y.w, z.w)} }
+clamp_int2 :: proc "c" (x, y, z: int2) -> int2 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y)} }
+clamp_int3 :: proc "c" (x, y, z: int3) -> int3 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z)} }
+clamp_int4 :: proc "c" (x, y, z: int4) -> int4 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z), clamp(x.w, y.w, z.w)} }
+clamp_uint2 :: proc "c" (x, y, z: uint2) -> uint2 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y)} }
+clamp_uint3 :: proc "c" (x, y, z: uint3) -> uint3 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z)} }
+clamp_uint4 :: proc "c" (x, y, z: uint4) -> uint4 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z), clamp(x.w, y.w, z.w)} }
+
+saturate :: proc{
+	saturate_int,
+	saturate_uint,
+	saturate_float,
+	saturate_double,
+	saturate_float2,
+	saturate_float3,
+	saturate_float4,
+	saturate_double2,
+	saturate_double3,
+	saturate_double4,
+	saturate_int2,
+	saturate_int3,
+	saturate_int4,
+	saturate_uint2,
+	saturate_uint3,
+	saturate_uint4,
+}
+saturate_int  :: proc "c" (x, y, z: int) -> int   { return builtin.clamp(x, 0, 1) }
+saturate_uint  :: proc "c" (x, y, z: uint) -> uint   { return builtin.clamp(x, 0, 1) }
+saturate_float  :: proc "c" (x, y, z: float) -> float   { return builtin.clamp(x, 0, 1) }
+saturate_double  :: proc "c" (x, y, z: double) -> double   { return builtin.clamp(x, 0, 1) }
+saturate_float2 :: proc "c" (x, y, z: float2) -> float2 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1)} }
+saturate_float3 :: proc "c" (x, y, z: float3) -> float3 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1)} }
+saturate_float4 :: proc "c" (x, y, z: float4) -> float4 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1), builtin.clamp(x.w, 0, 1)} }
+saturate_double2 :: proc "c" (x, y, z: double2) -> double2 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1)} }
+saturate_double3 :: proc "c" (x, y, z: double3) -> double3 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1)} }
+saturate_double4 :: proc "c" (x, y, z: double4) -> double4 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1), builtin.clamp(x.w, 0, 1)} }
+saturate_int2 :: proc "c" (x, y, z: int2) -> int2 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1)} }
+saturate_int3 :: proc "c" (x, y, z: int3) -> int3 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1)} }
+saturate_int4 :: proc "c" (x, y, z: int4) -> int4 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1), builtin.clamp(x.w, 0, 1)} }
+saturate_uint2 :: proc "c" (x, y, z: uint2) -> uint2 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1)} }
+saturate_uint3 :: proc "c" (x, y, z: uint3) -> uint3 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1)} }
+saturate_uint4 :: proc "c" (x, y, z: uint4) -> uint4 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1), builtin.clamp(x.w, 0, 1)} }
+
+
+lerp :: proc{
+	lerp_float,
+	lerp_double,
+	lerp_float2,
+	lerp_float3,
+	lerp_float4,
+	lerp_double2,
+	lerp_double3,
+	lerp_double4,
+}
+lerp_float  :: proc "c" (x, y, t: float) -> float   { return x*(1-t) + y*t }
+lerp_double  :: proc "c" (x, y, t: double) -> double   { return x*(1-t) + y*t }
+lerp_float2 :: proc "c" (x, y, t: float2) -> float2 { return {lerp(x.x, y.x, t.x), lerp(x.y, y.y, t.y)} }
+lerp_float3 :: proc "c" (x, y, t: float3) -> float3 { return {lerp(x.x, y.x, t.x), lerp(x.y, y.y, t.y), lerp(x.z, y.z, t.z)} }
+lerp_float4 :: proc "c" (x, y, t: float4) -> float4 { return {lerp(x.x, y.x, t.x), lerp(x.y, y.y, y.y), lerp(x.z, y.z, t.z), lerp(x.w, y.w, t.w)} }
+lerp_double2 :: proc "c" (x, y, t: double2) -> double2 { return {lerp(x.x, y.x, t.x), lerp(x.y, y.y, t.y)} }
+lerp_double3 :: proc "c" (x, y, t: double3) -> double3 { return {lerp(x.x, y.x, t.x), lerp(x.y, y.y, t.y), lerp(x.z, y.z, t.z)} }
+lerp_double4 :: proc "c" (x, y, t: double4) -> double4 { return {lerp(x.x, y.x, t.x), lerp(x.y, y.y, y.y), lerp(x.z, y.z, t.z), lerp(x.w, y.w, t.w)} }
+
+
+step :: proc{
+	step_float,
+	step_double,
+	step_float2,
+	step_float3,
+	step_float4,
+	step_double2,
+	step_double3,
+	step_double4,
+}
+step_float  :: proc "c" (edge, x: float) -> float   { return 0 if x < edge else 1 }
+step_double  :: proc "c" (edge, x: double) -> double   { return 0 if x < edge else 1 }
+step_float2 :: proc "c" (edge, x: float2) -> float2 { return {step(edge.x, x.x), step(edge.y, x.y)} }
+step_float3 :: proc "c" (edge, x: float3) -> float3 { return {step(edge.x, x.x), step(edge.y, x.y), step(edge.z, x.z)} }
+step_float4 :: proc "c" (edge, x: float4) -> float4 { return {step(edge.x, x.x), step(edge.y, x.y), step(edge.z, x.z), step(edge.w, x.w)} }
+step_double2 :: proc "c" (edge, x: double2) -> double2 { return {step(edge.x, x.x), step(edge.y, x.y)} }
+step_double3 :: proc "c" (edge, x: double3) -> double3 { return {step(edge.x, x.x), step(edge.y, x.y), step(edge.z, x.z)} }
+step_double4 :: proc "c" (edge, x: double4) -> double4 { return {step(edge.x, x.x), step(edge.y, x.y), step(edge.z, x.z), step(edge.w, x.w)} }
+
+smoothstep :: proc{
+	smoothstep_float,
+	smoothstep_double,
+	smoothstep_float2,
+	smoothstep_float3,
+	smoothstep_float4,
+	smoothstep_double2,
+	smoothstep_double3,
+	smoothstep_double4,
+}
+smoothstep_float :: proc "c" (edge0, edge1, x: float) -> float { 
+	y := clamp(((x-edge0) / (edge1 - edge0)), 0, 1)
+	return y * y * (3 - 2*y)
+}
+smoothstep_double :: proc "c" (edge0, edge1, x: double) -> double { 
+	y := clamp(((x-edge0) / (edge1 - edge0)), 0, 1)
+	return y * y * (3 - 2*y)
+}
+smoothstep_float2  :: proc "c" (edge0, edge1, x: float2) -> float2   { return {smoothstep(edge0.x, edge1.x, x.x), smoothstep(edge0.y, edge1.y, x.y)} }
+smoothstep_float3  :: proc "c" (edge0, edge1, x: float3) -> float3   { return {smoothstep(edge0.x, edge1.x, x.x), smoothstep(edge0.y, edge1.y, x.y), smoothstep(edge0.z, edge1.z, x.z)} }
+smoothstep_float4  :: proc "c" (edge0, edge1, x: float4) -> float4   { return {smoothstep(edge0.x, edge1.x, x.x), smoothstep(edge0.y, edge1.y, x.y), smoothstep(edge0.z, edge1.z, x.z), smoothstep(edge0.w, edge1.w, x.w)} }
+smoothstep_double2 :: proc "c" (edge0, edge1, x: double2) -> double2 { return {smoothstep(edge0.x, edge1.x, x.x), smoothstep(edge0.y, edge1.y, x.y)} }
+smoothstep_double3 :: proc "c" (edge0, edge1, x: double3) -> double3 { return {smoothstep(edge0.x, edge1.x, x.x), smoothstep(edge0.y, edge1.y, x.y), smoothstep(edge0.z, edge1.z, x.z)} }
+smoothstep_double4 :: proc "c" (edge0, edge1, x: double4) -> double4 { return {smoothstep(edge0.x, edge1.x, x.x), smoothstep(edge0.y, edge1.y, x.y), smoothstep(edge0.z, edge1.z, x.z), smoothstep(edge0.w, edge1.w, x.w)} }
+
+
+abs :: proc{
+	abs_int,
+	abs_uint,
+	abs_float,
+	abs_double,
+	abs_float2,
+	abs_float3,
+	abs_float4,
+	abs_double2,
+	abs_double3,
+	abs_double4,
+	abs_int2,
+	abs_int3,
+	abs_int4,
+	abs_uint2,
+	abs_uint3,
+	abs_uint4,
+}
+abs_int  :: proc "c" (x: int)  -> int  { return builtin.abs(x) }
+abs_uint  :: proc "c" (x: uint)  -> uint  { return x }
+abs_float  :: proc "c" (x: float)  -> float  { return builtin.abs(x) }
+abs_double  :: proc "c" (x: double)  -> double  { return builtin.abs(x) }
+abs_float2 :: proc "c" (x: float2) -> float2 { return {abs(x.x), abs(x.y)} }
+abs_float3 :: proc "c" (x: float3) -> float3 { return {abs(x.x), abs(x.y), abs(x.z)} }
+abs_float4 :: proc "c" (x: float4) -> float4 { return {abs(x.x), abs(x.y), abs(x.z), abs(x.w)} }
+abs_double2 :: proc "c" (x: double2) -> double2 { return {abs(x.x), abs(x.y)} }
+abs_double3 :: proc "c" (x: double3) -> double3 { return {abs(x.x), abs(x.y), abs(x.z)} }
+abs_double4 :: proc "c" (x: double4) -> double4 { return {abs(x.x), abs(x.y), abs(x.z), abs(x.w)} }
+abs_int2 :: proc "c" (x: int2) -> int2 { return {abs(x.x), abs(x.y)} }
+abs_int3 :: proc "c" (x: int3) -> int3 { return {abs(x.x), abs(x.y), abs(x.z)} }
+abs_int4 :: proc "c" (x: int4) -> int4 { return {abs(x.x), abs(x.y), abs(x.z), abs(x.w)} }
+abs_uint2 :: proc "c" (x: uint2) -> uint2 { return x }
+abs_uint3 :: proc "c" (x: uint3) -> uint3 { return x }
+abs_uint4 :: proc "c" (x: uint4) -> uint4 { return x }
+
+dot :: proc{
+	dot_int,
+	dot_uint,
+	dot_float,
+	dot_double,
+	dot_float2,
+	dot_float3,
+	dot_float4,
+	dot_double2,
+	dot_double3,
+	dot_double4,
+	dot_int2,
+	dot_int3,
+	dot_int4,
+	dot_uint2,
+	dot_uint3,
+	dot_uint4,
+}
+dot_int  :: proc "c" (a, b: int)  -> int { return a*b }
+dot_uint  :: proc "c" (a, b: uint)  -> uint { return a*b }
+dot_float  :: proc "c" (a, b: float)  -> float { return a*b }
+dot_double  :: proc "c" (a, b: double)  -> double { return a*b }
+dot_float2 :: proc "c" (a, b: float2) -> float { return a.x*b.x + a.y*b.y }
+dot_float3 :: proc "c" (a, b: float3) -> float { return a.x*b.x + a.y*b.y + a.z*b.z }
+dot_float4 :: proc "c" (a, b: float4) -> float { return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w }
+dot_double2 :: proc "c" (a, b: double2) -> double { return a.x*b.x + a.y*b.y }
+dot_double3 :: proc "c" (a, b: double3) -> double { return a.x*b.x + a.y*b.y + a.z*b.z }
+dot_double4 :: proc "c" (a, b: double4) -> double { return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w }
+dot_int2 :: proc "c" (a, b: int2) -> int { return a.x*b.x + a.y*b.y }
+dot_int3 :: proc "c" (a, b: int3) -> int { return a.x*b.x + a.y*b.y + a.z*b.z }
+dot_int4 :: proc "c" (a, b: int4) -> int { return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w }
+dot_uint2 :: proc "c" (a, b: uint2) -> uint { return a.x*b.x + a.y*b.y }
+dot_uint3 :: proc "c" (a, b: uint3) -> uint { return a.x*b.x + a.y*b.y + a.z*b.z }
+dot_uint4 :: proc "c" (a, b: uint4) -> uint { return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w }
+
+length :: proc{
+	length_float,
+	length_double,
+	length_float2,
+	length_float3,
+	length_float4,
+	length_double2,
+	length_double3,
+	length_double4,
+}
+length_float  :: proc "c" (x: float)  -> float { return builtin.abs(x) }
+length_double  :: proc "c" (x: double)  -> double { return builtin.abs(x) }
+length_float2 :: proc "c" (x: float2) -> float { return sqrt(x.x*x.x + x.y*x.y) }
+length_float3 :: proc "c" (x: float3) -> float { return sqrt(x.x*x.x + x.y*x.y + x.z*x.z) }
+length_float4 :: proc "c" (x: float4) -> float { return sqrt(x.x*x.x + x.y*x.y + x.z*x.z + x.w*x.w) }
+length_double2 :: proc "c" (x: double2) -> double { return sqrt(x.x*x.x + x.y*x.y) }
+length_double3 :: proc "c" (x: double3) -> double { return sqrt(x.x*x.x + x.y*x.y + x.z*x.z) }
+length_double4 :: proc "c" (x: double4) -> double { return sqrt(x.x*x.x + x.y*x.y + x.z*x.z + x.w*x.w) }
+
+
+distance :: proc{
+	distance_float,
+	distance_double,
+	distance_float2,
+	distance_float3,
+	distance_float4,
+	distance_double2,
+	distance_double3,
+	distance_double4,
+}
+distance_float  :: proc "c" (x, y: float)  -> float { return length(y-x) }
+distance_double  :: proc "c" (x, y: double)  -> double { return length(y-x) }
+distance_float2 :: proc "c" (x, y: float2) -> float { return length(y-x) }
+distance_float3 :: proc "c" (x, y: float3) -> float { return length(y-x) }
+distance_float4 :: proc "c" (x, y: float4) -> float { return length(y-x) }
+distance_double2 :: proc "c" (x, y: double2) -> double { return length(y-x) }
+distance_double3 :: proc "c" (x, y: double3) -> double { return length(y-x) }
+distance_double4 :: proc "c" (x, y: double4) -> double { return length(y-x) }
+
+
+cross :: proc{
+	cross_float3,
+	cross_double3,
+	cross_int3,
+}
+
+cross_float3 :: proc "c" (a, b: float3) -> (c: float3) {
+	c.x = a.y*b.z - b.y*a.z
+	c.y = a.z*b.x - b.z*a.x
+	c.z = a.x*b.y - b.x*a.y
+	return
+}
+cross_double3 :: proc "c" (a, b: double3) -> (c: double3) {
+	c.x = a.y*b.z - b.y*a.z
+	c.y = a.z*b.x - b.z*a.x
+	c.z = a.x*b.y - b.x*a.y
+	return
+}
+cross_int3 :: proc "c" (a, b: int3) -> (c: int3) {
+	c.x = a.y*b.z - b.y*a.z
+	c.y = a.z*b.x - b.z*a.x
+	c.z = a.x*b.y - b.x*a.y
+	return
+}
+
+normalize :: proc{
+	normalize_float,
+	normalize_double,
+	normalize_float2,
+	normalize_float3,
+	normalize_float4,
+	normalize_double2,
+	normalize_double3,
+	normalize_double4,
+}
+normalize_float  :: proc "c" (x: float)  -> float  { return 1.0 }
+normalize_double  :: proc "c" (x: double)  -> double  { return 1.0 }
+normalize_float2 :: proc "c" (x: float2) -> float2 { return x / length(x) }
+normalize_float3 :: proc "c" (x: float3) -> float3 { return x / length(x) }
+normalize_float4 :: proc "c" (x: float4) -> float4 { return x / length(x) }
+normalize_double2 :: proc "c" (x: double2) -> double2 { return x / length(x) }
+normalize_double3 :: proc "c" (x: double3) -> double3 { return x / length(x) }
+normalize_double4 :: proc "c" (x: double4) -> double4 { return x / length(x) }
+
+
+faceforward :: proc{
+	faceforward_float,
+	faceforward_double,
+	faceforward_float2,
+	faceforward_float3,
+	faceforward_float4,
+	faceforward_double2,
+	faceforward_double3,
+	faceforward_double4,
+}
+faceforward_float  :: proc "c" (N, I, Nref: float)  -> float  { return N if dot(I, Nref) < 0 else -N }
+faceforward_double  :: proc "c" (N, I, Nref: double)  -> double  { return N if dot(I, Nref) < 0 else -N }
+faceforward_float2 :: proc "c" (N, I, Nref: float2) -> float2 { return N if dot(I, Nref) < 0 else -N }
+faceforward_float3 :: proc "c" (N, I, Nref: float3) -> float3 { return N if dot(I, Nref) < 0 else -N }
+faceforward_float4 :: proc "c" (N, I, Nref: float4) -> float4 { return N if dot(I, Nref) < 0 else -N }
+faceforward_double2 :: proc "c" (N, I, Nref: double2) -> double2 { return N if dot(I, Nref) < 0 else -N }
+faceforward_double3 :: proc "c" (N, I, Nref: double3) -> double3 { return N if dot(I, Nref) < 0 else -N }
+faceforward_double4 :: proc "c" (N, I, Nref: double4) -> double4 { return N if dot(I, Nref) < 0 else -N }
+
+
+reflect :: proc{
+	reflect_float,
+	reflect_double,
+	reflect_float2,
+	reflect_float3,
+	reflect_float4,
+	reflect_double2,
+	reflect_double3,
+	reflect_double4,
+}
+reflect_float  :: proc "c" (I, N: float)  -> float  { return I - 2*N*dot(N, I) }
+reflect_double  :: proc "c" (I, N: double)  -> double  { return I - 2*N*dot(N, I) }
+reflect_float2 :: proc "c" (I, N: float2) -> float2 { return I - 2*N*dot(N, I) }
+reflect_float3 :: proc "c" (I, N: float3) -> float3 { return I - 2*N*dot(N, I) }
+reflect_float4 :: proc "c" (I, N: float4) -> float4 { return I - 2*N*dot(N, I) }
+reflect_double2 :: proc "c" (I, N: double2) -> double2 { return I - 2*N*dot(N, I) }
+reflect_double3 :: proc "c" (I, N: double3) -> double3 { return I - 2*N*dot(N, I) }
+reflect_double4 :: proc "c" (I, N: double4) -> double4 { return I - 2*N*dot(N, I) }
+
+
+
+
+refract :: proc{
+	refract_float,
+	refract_double,
+	refract_float2,
+	refract_float3,
+	refract_float4,
+	refract_double2,
+	refract_double3,
+	refract_double4,
+}
+refract_float  :: proc "c" (i, n, eta: float) -> float { 
+	cosi := dot(-i, n)
+	cost2 := 1 - eta*eta*(1 - cosi*cosi)
+	t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
+	return t * float(int(cost2 > 0))
+}
+refract_double  :: proc "c" (i, n, eta: double) -> double { 
+	cosi := dot(-i, n)
+	cost2 := 1 - eta*eta*(1 - cosi*cosi)
+	t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
+	return t * double(int(cost2 > 0))
+}
+refract_float2  :: proc "c" (i, n, eta: float2) -> float2 { 
+	cosi := dot(-i, n)
+	cost2 := 1 - eta*eta*(1 - cosi*cosi)
+	t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
+	return t * float2{float(int(cost2.x > 0)), float(int(cost2.y > 0))}
+}
+refract_float3  :: proc "c" (i, n, eta: float3) -> float3 { 
+	cosi := dot(-i, n)
+	cost2 := 1 - eta*eta*(1 - cosi*cosi)
+	t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
+	return t * float3{float(int(cost2.x > 0)), float(int(cost2.y > 0)), float(int(cost2.z > 0))}
+}
+refract_float4  :: proc "c" (i, n, eta: float4) -> float4 { 
+	cosi := dot(-i, n)
+	cost2 := 1 - eta*eta*(1 - cosi*cosi)
+	t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
+	return t * float4{float(int(cost2.x > 0)), float(int(cost2.y > 0)), float(int(cost2.z > 0)), float(int(cost2.w > 0))}
+}
+refract_double2  :: proc "c" (i, n, eta: double2) -> double2 { 
+	cosi := dot(-i, n)
+	cost2 := 1 - eta*eta*(1 - cosi*cosi)
+	t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
+	return t * double2{double(int(cost2.x > 0)), double(int(cost2.y > 0))}
+}
+refract_double3  :: proc "c" (i, n, eta: double3) -> double3 { 
+	cosi := dot(-i, n)
+	cost2 := 1 - eta*eta*(1 - cosi*cosi)
+	t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
+	return t * double3{double(int(cost2.x > 0)), double(int(cost2.y > 0)), double(int(cost2.z > 0))}
+}
+refract_double4  :: proc "c" (i, n, eta: double4) -> double4 { 
+	cosi := dot(-i, n)
+	cost2 := 1 - eta*eta*(1 - cosi*cosi)
+	t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
+	return t * double4{double(int(cost2.x > 0)), double(int(cost2.y > 0)), double(int(cost2.z > 0)), double(int(cost2.w > 0))}
+}
+
+scalarTripleProduct :: proc{
+	scalarTripleProduct_float3,
+	scalarTripleProduct_double3,
+	scalarTripleProduct_int3,
+}
+scalarTripleProduct_float3 :: proc "c" (a, b, c: float3) -> float  { return dot(a, cross(b, c)) }
+scalarTripleProduct_double3 :: proc "c" (a, b, c: double3) -> double  { return dot(a, cross(b, c)) }
+scalarTripleProduct_int3 :: proc "c" (a, b, c: int3) -> int  { return dot(a, cross(b, c)) }
+
+vectorTripleProduct :: proc {
+	vectorTripleProduct_float3,
+	vectorTripleProduct_double3,
+	vectorTripleProduct_int3,	
+}
+vectorTripleProduct_float3 :: proc "c" (a, b, c: float3) -> float3 { return cross(a, cross(b, c)) }
+vectorTripleProduct_double3 :: proc "c" (a, b, c: double3) -> double3 { return cross(a, cross(b, c)) }
+vectorTripleProduct_int3 :: proc "c" (a, b, c: int3) -> int3 { return cross(a, cross(b, c)) }
+
+
+// Vector Relational Procedures
+
+lessThan :: proc{
+	lessThan_float,
+	lessThan_double,
+	lessThan_int,
+	lessThan_uint,
+	lessThan_float2,
+	lessThan_double2,
+	lessThan_int2,
+	lessThan_uint2,
+	lessThan_float3,
+	lessThan_double3,
+	lessThan_int3,
+	lessThan_uint3,
+	lessThan_float4,
+	lessThan_double4,
+	lessThan_int4,
+	lessThan_uint4,
+}
+lessThan_float   :: proc "c" (a, b: float) -> bool { return a < b }
+lessThan_double   :: proc "c" (a, b: double) -> bool { return a < b }
+lessThan_int   :: proc "c" (a, b: int) -> bool { return a < b }
+lessThan_uint   :: proc "c" (a, b: uint) -> bool { return a < b }
+lessThan_float2  :: proc "c" (a, b: float2) -> bool2 { return {a.x < b.x, a.y < b.y} }
+lessThan_double2 :: proc "c" (a, b: double2) -> bool2 { return {a.x < b.x, a.y < b.y} }
+lessThan_int2 :: proc "c" (a, b: int2) -> bool2 { return {a.x < b.x, a.y < b.y} }
+lessThan_uint2 :: proc "c" (a, b: uint2) -> bool2 { return {a.x < b.x, a.y < b.y} }
+lessThan_float3  :: proc "c" (a, b: float3) -> bool3 { return {a.x < b.x, a.y < b.y, a.z < b.z} }
+lessThan_double3  :: proc "c" (a, b: double3) -> bool3 { return {a.x < b.x, a.y < b.y, a.z < b.z} }
+lessThan_int3 :: proc "c" (a, b: int3) -> bool3 { return {a.x < b.x, a.y < b.y, a.z < b.z} }
+lessThan_uint3 :: proc "c" (a, b: uint3) -> bool3 { return {a.x < b.x, a.y < b.y, a.z < b.z} }
+lessThan_float4  :: proc "c" (a, b: float4) -> bool4 { return {a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w} }
+lessThan_double4  :: proc "c" (a, b: double4) -> bool4 { return {a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w} }
+lessThan_int4 :: proc "c" (a, b: int4) -> bool4 { return {a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w} }
+lessThan_uint4 :: proc "c" (a, b: uint4) -> bool4 { return {a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w} }
+
+
+lessThanEqual :: proc{
+	lessThanEqual_float,
+	lessThanEqual_double,
+	lessThanEqual_int,
+	lessThanEqual_uint,
+	lessThanEqual_float2,
+	lessThanEqual_double2,
+	lessThanEqual_int2,
+	lessThanEqual_uint2,
+	lessThanEqual_float3,
+	lessThanEqual_double3,
+	lessThanEqual_int3,
+	lessThanEqual_uint3,
+	lessThanEqual_float4,
+	lessThanEqual_double4,
+	lessThanEqual_int4,
+	lessThanEqual_uint4,
+}
+lessThanEqual_float   :: proc "c" (a, b: float) -> bool { return a <= b }
+lessThanEqual_double   :: proc "c" (a, b: double) -> bool { return a <= b }
+lessThanEqual_int   :: proc "c" (a, b: int) -> bool { return a <= b }
+lessThanEqual_uint   :: proc "c" (a, b: uint) -> bool { return a <= b }
+lessThanEqual_float2  :: proc "c" (a, b: float2) -> bool2 { return {a.x <= b.x, a.y <= b.y} }
+lessThanEqual_double2  :: proc "c" (a, b: double2) -> bool2 { return {a.x <= b.x, a.y <= b.y} }
+lessThanEqual_int2 :: proc "c" (a, b: int2) -> bool2 { return {a.x <= b.x, a.y <= b.y} }
+lessThanEqual_uint2 :: proc "c" (a, b: uint2) -> bool2 { return {a.x <= b.x, a.y <= b.y} }
+lessThanEqual_float3  :: proc "c" (a, b: float3) -> bool3 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z} }
+lessThanEqual_double3  :: proc "c" (a, b: double3) -> bool3 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z} }
+lessThanEqual_int3 :: proc "c" (a, b: int3) -> bool3 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z} }
+lessThanEqual_uint3 :: proc "c" (a, b: uint3) -> bool3 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z} }
+lessThanEqual_float4  :: proc "c" (a, b: float4) -> bool4 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w} }
+lessThanEqual_double4  :: proc "c" (a, b: double4) -> bool4 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w} }
+lessThanEqual_int4 :: proc "c" (a, b: int4) -> bool4 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w} }
+lessThanEqual_uint4 :: proc "c" (a, b: uint4) -> bool4 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w} }
+
+
+greaterThan :: proc{
+	greaterThan_float,
+	greaterThan_double,
+	greaterThan_int,
+	greaterThan_uint,
+	greaterThan_float2,
+	greaterThan_double2,
+	greaterThan_int2,
+	greaterThan_uint2,
+	greaterThan_float3,
+	greaterThan_double3,
+	greaterThan_int3,
+	greaterThan_uint3,
+	greaterThan_float4,
+	greaterThan_double4,
+	greaterThan_int4,
+	greaterThan_uint4,
+}
+greaterThan_float   :: proc "c" (a, b: float) -> bool { return a > b }
+greaterThan_double   :: proc "c" (a, b: double) -> bool { return a > b }
+greaterThan_int   :: proc "c" (a, b: int) -> bool { return a > b }
+greaterThan_uint   :: proc "c" (a, b: uint) -> bool { return a > b }
+greaterThan_float2  :: proc "c" (a, b: float2) -> bool2 { return {a.x > b.x, a.y > b.y} }
+greaterThan_double2  :: proc "c" (a, b: double2) -> bool2 { return {a.x > b.x, a.y > b.y} }
+greaterThan_int2 :: proc "c" (a, b: int2) -> bool2 { return {a.x > b.x, a.y > b.y} }
+greaterThan_uint2 :: proc "c" (a, b: uint2) -> bool2 { return {a.x > b.x, a.y > b.y} }
+greaterThan_float3  :: proc "c" (a, b: float3) -> bool3 { return {a.x > b.x, a.y > b.y, a.z > b.z} }
+greaterThan_double3  :: proc "c" (a, b: double3) -> bool3 { return {a.x > b.x, a.y > b.y, a.z > b.z} }
+greaterThan_int3 :: proc "c" (a, b: int3) -> bool3 { return {a.x > b.x, a.y > b.y, a.z > b.z} }
+greaterThan_uint3 :: proc "c" (a, b: uint3) -> bool3 { return {a.x > b.x, a.y > b.y, a.z > b.z} }
+greaterThan_float4  :: proc "c" (a, b: float4) -> bool4 { return {a.x > b.x, a.y > b.y, a.z > b.z, a.w > b.w} }
+greaterThan_double4  :: proc "c" (a, b: double4) -> bool4 { return {a.x > b.x, a.y > b.y, a.z > b.z, a.w > b.w} }
+greaterThan_int4 :: proc "c" (a, b: int4) -> bool4 { return {a.x > b.x, a.y > b.y, a.z > b.z, a.w > b.w} }
+greaterThan_uint4 :: proc "c" (a, b: uint4) -> bool4 { return {a.x > b.x, a.y > b.y, a.z > b.z, a.w > b.w} }
+
+
+greaterThanEqual :: proc{
+	greaterThanEqual_float,
+	greaterThanEqual_double,
+	greaterThanEqual_int,
+	greaterThanEqual_uint,
+	greaterThanEqual_float2,
+	greaterThanEqual_double2,
+	greaterThanEqual_int2,
+	greaterThanEqual_uint2,
+	greaterThanEqual_float3,
+	greaterThanEqual_double3,
+	greaterThanEqual_int3,
+	greaterThanEqual_uint3,
+	greaterThanEqual_float4,
+	greaterThanEqual_double4,
+	greaterThanEqual_int4,
+	greaterThanEqual_uint4,
+}
+greaterThanEqual_float   :: proc "c" (a, b: float) -> bool { return a >= b }
+greaterThanEqual_double   :: proc "c" (a, b: double) -> bool { return a >= b }
+greaterThanEqual_int   :: proc "c" (a, b: int) -> bool { return a >= b }
+greaterThanEqual_uint   :: proc "c" (a, b: uint) -> bool { return a >= b }
+greaterThanEqual_float2  :: proc "c" (a, b: float2) -> bool2 { return {a.x >= b.x, a.y >= b.y} }
+greaterThanEqual_double2  :: proc "c" (a, b: double2) -> bool2 { return {a.x >= b.x, a.y >= b.y} }
+greaterThanEqual_int2 :: proc "c" (a, b: int2) -> bool2 { return {a.x >= b.x, a.y >= b.y} }
+greaterThanEqual_uint2 :: proc "c" (a, b: uint2) -> bool2 { return {a.x >= b.x, a.y >= b.y} }
+greaterThanEqual_float3  :: proc "c" (a, b: float3) -> bool3 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z} }
+greaterThanEqual_double3  :: proc "c" (a, b: double3) -> bool3 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z} }
+greaterThanEqual_int3 :: proc "c" (a, b: int3) -> bool3 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z} }
+greaterThanEqual_uint3 :: proc "c" (a, b: uint3) -> bool3 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z} }
+greaterThanEqual_float4  :: proc "c" (a, b: float4) -> bool4 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w} }
+greaterThanEqual_double4  :: proc "c" (a, b: double4) -> bool4 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w} }
+greaterThanEqual_int4 :: proc "c" (a, b: int4) -> bool4 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w} }
+greaterThanEqual_uint4 :: proc "c" (a, b: uint4) -> bool4 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w} }
+
+
+equal :: proc{
+	equal_float,
+	equal_double,
+	equal_int,
+	equal_uint,
+	equal_float2,
+	equal_double2,
+	equal_int2,
+	equal_uint2,
+	equal_float3,
+	equal_double3,
+	equal_int3,
+	equal_uint3,
+	equal_float4,
+	equal_double4,
+	equal_int4,
+	equal_uint4,
+}
+equal_float   :: proc "c" (a, b: float) -> bool { return a == b }
+equal_double   :: proc "c" (a, b: double) -> bool { return a == b }
+equal_int   :: proc "c" (a, b: int) -> bool { return a == b }
+equal_uint   :: proc "c" (a, b: uint) -> bool { return a == b }
+equal_float2  :: proc "c" (a, b: float2) -> bool2 { return {a.x == b.x, a.y == b.y} }
+equal_double2  :: proc "c" (a, b: double2) -> bool2 { return {a.x == b.x, a.y == b.y} }
+equal_int2 :: proc "c" (a, b: int2) -> bool2 { return {a.x == b.x, a.y == b.y} }
+equal_uint2 :: proc "c" (a, b: uint2) -> bool2 { return {a.x == b.x, a.y == b.y} }
+equal_float3  :: proc "c" (a, b: float3) -> bool3 { return {a.x == b.x, a.y == b.y, a.z == b.z} }
+equal_double3  :: proc "c" (a, b: double3) -> bool3 { return {a.x == b.x, a.y == b.y, a.z == b.z} }
+equal_int3 :: proc "c" (a, b: int3) -> bool3 { return {a.x == b.x, a.y == b.y, a.z == b.z} }
+equal_uint3 :: proc "c" (a, b: uint3) -> bool3 { return {a.x == b.x, a.y == b.y, a.z == b.z} }
+equal_float4  :: proc "c" (a, b: float4) -> bool4 { return {a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w} }
+equal_double4  :: proc "c" (a, b: double4) -> bool4 { return {a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w} }
+equal_int4 :: proc "c" (a, b: int4) -> bool4 { return {a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w} }
+equal_uint4 :: proc "c" (a, b: uint4) -> bool4 { return {a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w} }
+
+notEqual :: proc{
+	notEqual_float,
+	notEqual_double,
+	notEqual_int,
+	notEqual_uint,
+	notEqual_float2,
+	notEqual_double2,
+	notEqual_int2,
+	notEqual_uint2,
+	notEqual_float3,
+	notEqual_double3,
+	notEqual_int3,
+	notEqual_uint3,
+	notEqual_float4,
+	notEqual_double4,
+	notEqual_int4,
+	notEqual_uint4,
+}
+notEqual_float   :: proc "c" (a, b: float) -> bool { return a != b }
+notEqual_double   :: proc "c" (a, b: double) -> bool { return a != b }
+notEqual_int   :: proc "c" (a, b: int) -> bool { return a != b }
+notEqual_uint   :: proc "c" (a, b: uint) -> bool { return a != b }
+notEqual_float2  :: proc "c" (a, b: float2) -> bool2 { return {a.x != b.x, a.y != b.y} }
+notEqual_double2  :: proc "c" (a, b: double2) -> bool2 { return {a.x != b.x, a.y != b.y} }
+notEqual_int2 :: proc "c" (a, b: int2) -> bool2 { return {a.x != b.x, a.y != b.y} }
+notEqual_uint2 :: proc "c" (a, b: uint2) -> bool2 { return {a.x != b.x, a.y != b.y} }
+notEqual_float3  :: proc "c" (a, b: float3) -> bool3 { return {a.x != b.x, a.y != b.y, a.z != b.z} }
+notEqual_double3  :: proc "c" (a, b: double3) -> bool3 { return {a.x != b.x, a.y != b.y, a.z != b.z} }
+notEqual_int3 :: proc "c" (a, b: int3) -> bool3 { return {a.x != b.x, a.y != b.y, a.z != b.z} }
+notEqual_uint3 :: proc "c" (a, b: uint3) -> bool3 { return {a.x != b.x, a.y != b.y, a.z != b.z} }
+notEqual_float4  :: proc "c" (a, b: float4) -> bool4 { return {a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w} }
+notEqual_double4  :: proc "c" (a, b: double4) -> bool4 { return {a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w} }
+notEqual_int4 :: proc "c" (a, b: int4) -> bool4 { return {a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w} }
+notEqual_uint4 :: proc "c" (a, b: uint4) -> bool4 { return {a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w} }
+
+
+any :: proc{
+	any_bool,
+	any_bool2,
+	any_bool3,
+	any_bool4,
+}
+any_bool  :: proc "c" (v: bool) -> bool  { return v }
+any_bool2 :: proc "c" (v: bool2) -> bool { return v.x || v.y }
+any_bool3 :: proc "c" (v: bool3) -> bool { return v.x || v.y || v.z }
+any_bool4 :: proc "c" (v: bool4) -> bool { return v.x || v.y || v.z || v.w }
+
+all :: proc{
+	all_bool,
+	all_bool2,
+	all_bool3,
+	all_bool4,
+}
+all_bool  :: proc "c" (v: bool) -> bool  { return v }
+all_bool2 :: proc "c" (v: bool2) -> bool { return v.x && v.y }
+all_bool3 :: proc "c" (v: bool3) -> bool { return v.x && v.y && v.z }
+all_bool4 :: proc "c" (v: bool4) -> bool { return v.x && v.y && v.z && v.w }
+
+not :: proc{
+	not_bool,
+	not_bool2,
+	not_bool3,
+	not_bool4,
+}
+not_bool  :: proc "c" (v: bool) -> bool { return !v }
+not_bool2 :: proc "c" (v: bool2) -> bool2 { return {!v.x, !v.y} }
+not_bool3 :: proc "c" (v: bool3) -> bool3 { return {!v.x, !v.y, !v.z} }
+not_bool4 :: proc "c" (v: bool4) -> bool4 { return {!v.x, !v.y, !v.z, !v.w} }
+
+
+
+
+inverse_float1x1  :: proc "c" (m: float1x1)  -> float1x1  { return builtin.inverse(m) }
+inverse_float2x2  :: proc "c" (m: float2x2)  -> float2x2  { return builtin.inverse(m) }
+inverse_float3x3  :: proc "c" (m: float3x3)  -> float3x3  { return builtin.inverse(m) }
+inverse_float4x4  :: proc "c" (m: float4x4)  -> float4x4  { return builtin.inverse(m) }
+inverse_double1x1 :: proc "c" (m: double1x1) -> double1x1 { return builtin.inverse(m) }
+inverse_double2x2 :: proc "c" (m: double2x2) -> double2x2 { return builtin.inverse(m) }
+inverse_double3x3 :: proc "c" (m: double3x3) -> double3x3 { return builtin.inverse(m) }
+inverse_double4x4 :: proc "c" (m: double4x4) -> double4x4 { return builtin.inverse(m) }
+
+inverse :: proc{
+	inverse_float1x1,
+	inverse_float2x2,
+	inverse_float3x3,
+	inverse_float4x4,
+	inverse_double1x1,
+	inverse_double2x2,
+	inverse_double3x3,
+	inverse_double4x4,
+}
+
+transpose         :: builtin.transpose
+inverse_transpose :: builtin.inverse_transpose
+adjugate          :: builtin.adjugate
+hermitian_adjoint :: builtin.hermitian_adjoint
+minor             :: builtin.matrix_minor
+determinant       :: builtin.determinant
+trace             :: builtin.matrix_trace
+
+asfloat :: proc{
+	asfloat_float,
+	asfloat_double,
+	asfloat_int,
+	asfloat_uint,
+	asfloat_float1x1,
+	asfloat_float2x2,
+	asfloat_float3x3,
+	asfloat_float4x4,
+	asfloat_float1x2,
+	asfloat_float1x3,
+	asfloat_float1x4,
+	asfloat_float2x1,
+	asfloat_float2x3,
+	asfloat_float2x4,
+	asfloat_float3x1,
+	asfloat_float3x2,
+	asfloat_float3x4,
+	asfloat_float4x1,
+	asfloat_float4x2,
+	asfloat_float4x3,
+	asfloat_float2,
+	asfloat_float3,
+	asfloat_float4,
+	asfloat_int2,
+	asfloat_int3,
+	asfloat_int4,
+	asfloat_uint2,
+	asfloat_uint3,
+	asfloat_uint4,
+	asfloat_bool2,
+	asfloat_bool3,
+	asfloat_bool4,
+	asfloat_double1x1,
+	asfloat_double2x2,
+	asfloat_double3x3,
+	asfloat_double4x4,
+	asfloat_double1x2,
+	asfloat_double1x3,
+	asfloat_double1x4,
+	asfloat_double2x1,
+	asfloat_double2x3,
+	asfloat_double2x4,
+	asfloat_double3x1,
+	asfloat_double3x2,
+	asfloat_double3x4,
+	asfloat_double4x1,
+	asfloat_double4x2,
+	asfloat_double4x3,
+	asfloat_double2,
+	asfloat_double3,
+	asfloat_double4,
+}
+asfloat_float     :: proc "c" (v: float)     -> float    { return float(v) }
+asfloat_double    :: proc "c" (v: double)    -> float    { return float(v) }
+asfloat_int       :: proc "c" (v: int)       -> float    { return float(v) }
+asfloat_uint      :: proc "c" (v: uint)      -> float    { return float(v) }
+asfloat_float1x1  :: proc "c" (v: float1x1)  -> float1x1 { return float1x1(v) }
+asfloat_float2x2  :: proc "c" (v: float2x2)  -> float2x2 { return float2x2(v) }
+asfloat_float3x3  :: proc "c" (v: float3x3)  -> float3x3 { return float3x3(v) }
+asfloat_float4x4  :: proc "c" (v: float4x4)  -> float4x4 { return float4x4(v) }
+asfloat_float1x2  :: proc "c" (v: float1x2)  -> float1x2 { return float1x2(v) }
+asfloat_float1x3  :: proc "c" (v: float1x3)  -> float1x3 { return float1x3(v) }
+asfloat_float1x4  :: proc "c" (v: float1x4)  -> float1x4 { return float1x4(v) }
+asfloat_float2x1  :: proc "c" (v: float2x1)  -> float2x1 { return float2x1(v) }
+asfloat_float2x3  :: proc "c" (v: float2x3)  -> float2x3 { return float2x3(v) }
+asfloat_float2x4  :: proc "c" (v: float2x4)  -> float2x4 { return float2x4(v) }
+asfloat_float3x1  :: proc "c" (v: float3x1)  -> float3x1 { return float3x1(v) }
+asfloat_float3x2  :: proc "c" (v: float3x2)  -> float3x2 { return float3x2(v) }
+asfloat_float3x4  :: proc "c" (v: float3x4)  -> float3x4 { return float3x4(v) }
+asfloat_float4x1  :: proc "c" (v: float4x1)  -> float4x1 { return float4x1(v) }
+asfloat_float4x2  :: proc "c" (v: float4x2)  -> float4x2 { return float4x2(v) }
+asfloat_float4x3  :: proc "c" (v: float4x3)  -> float4x3 { return float4x3(v) }
+asfloat_float2    :: proc "c" (v: float2)    -> float2   { return float2(v) }
+asfloat_float3    :: proc "c" (v: float3)    -> float3   { return float3(v) }
+asfloat_float4    :: proc "c" (v: float4)    -> float4   { return float4(v) }
+asfloat_int2      :: proc "c" (v: int2)      -> float2   { return float2{float(v.x), float(v.y)} }
+asfloat_int3      :: proc "c" (v: int3)      -> float3   { return float3{float(v.x), float(v.y), float(v.z)} }
+asfloat_int4      :: proc "c" (v: int4)      -> float4   { return float4{float(v.x), float(v.y), float(v.z), float(v.w)} }
+asfloat_uint2     :: proc "c" (v: uint2)     -> float2   { return float2{float(v.x), float(v.y)} }
+asfloat_uint3     :: proc "c" (v: uint3)     -> float3   { return float3{float(v.x), float(v.y), float(v.z)} }
+asfloat_uint4     :: proc "c" (v: uint4)     -> float4   { return float4{float(v.x), float(v.y), float(v.z), float(v.w)} }
+asfloat_bool2     :: proc "c" (v: bool2)     -> float2   { return float2{float(int(v.x)), float(int(v.y))} }
+asfloat_bool3     :: proc "c" (v: bool3)     -> float3   { return float3{float(int(v.x)), float(int(v.y)), float(int(v.z))} }
+asfloat_bool4     :: proc "c" (v: bool4)     -> float4   { return float4{float(int(v.x)), float(int(v.y)), float(int(v.z)), float(int(v.w))} }
+asfloat_double1x1 :: proc "c" (v: double1x1) -> float1x1 { return float1x1(v) }
+asfloat_double2x2 :: proc "c" (v: double2x2) -> float2x2 { return float2x2(v) }
+asfloat_double3x3 :: proc "c" (v: double3x3) -> float3x3 { return float3x3(v) }
+asfloat_double4x4 :: proc "c" (v: double4x4) -> float4x4 { return float4x4(v) }
+asfloat_double1x2 :: proc "c" (v: double1x2) -> float1x2 { return float1x2(v) }
+asfloat_double1x3 :: proc "c" (v: double1x3) -> float1x3 { return float1x3(v) }
+asfloat_double1x4 :: proc "c" (v: double1x4) -> float1x4 { return float1x4(v) }
+asfloat_double2x1 :: proc "c" (v: double2x1) -> float2x1 { return float2x1(v) }
+asfloat_double2x3 :: proc "c" (v: double2x3) -> float2x3 { return float2x3(v) }
+asfloat_double2x4 :: proc "c" (v: double2x4) -> float2x4 { return float2x4(v) }
+asfloat_double3x1 :: proc "c" (v: double3x1) -> float3x1 { return float3x1(v) }
+asfloat_double3x2 :: proc "c" (v: double3x2) -> float3x2 { return float3x2(v) }
+asfloat_double3x4 :: proc "c" (v: double3x4) -> float3x4 { return float3x4(v) }
+asfloat_double4x1 :: proc "c" (v: double4x1) -> float4x1 { return float4x1(v) }
+asfloat_double4x2 :: proc "c" (v: double4x2) -> float4x2 { return float4x2(v) }
+asfloat_double4x3 :: proc "c" (v: double4x3) -> float4x3 { return float4x3(v) }
+asfloat_double2   :: proc "c" (v: double2)   -> float2   { return float2{float(v.x), float(v.y)} }
+asfloat_double3   :: proc "c" (v: double3)   -> float3   { return float3{float(v.x), float(v.y), float(v.z)} }
+asfloat_double4   :: proc "c" (v: double4)   -> float4   { return float4{float(v.x), float(v.y), float(v.z), float(v.w)} }
+
+asdouble :: proc{
+	asdouble_float,
+	asdouble_double,
+	asdouble_int,
+	asdouble_uint,
+	asdouble_float1x1,
+	asdouble_float2x2,
+	asdouble_float3x3,
+	asdouble_float4x4,
+	asdouble_float1x2,
+	asdouble_float1x3,
+	asdouble_float1x4,
+	asdouble_float2x1,
+	asdouble_float2x3,
+	asdouble_float2x4,
+	asdouble_float3x1,
+	asdouble_float3x2,
+	asdouble_float3x4,
+	asdouble_float4x1,
+	asdouble_float4x2,
+	asdouble_float4x3,
+	asdouble_float2,
+	asdouble_float3,
+	asdouble_float4,
+	asdouble_int2,
+	asdouble_int3,
+	asdouble_int4,
+	asdouble_uint2,
+	asdouble_uint3,
+	asdouble_uint4,
+	asdouble_bool2,
+	asdouble_bool3,
+	asdouble_bool4,
+	asdouble_double1x1,
+	asdouble_double2x2,
+	asdouble_double3x3,
+	asdouble_double4x4,
+	asdouble_double1x2,
+	asdouble_double1x3,
+	asdouble_double1x4,
+	asdouble_double2x1,
+	asdouble_double2x3,
+	asdouble_double2x4,
+	asdouble_double3x1,
+	asdouble_double3x2,
+	asdouble_double3x4,
+	asdouble_double4x1,
+	asdouble_double4x2,
+	asdouble_double4x3,
+	asdouble_double2,
+	asdouble_double3,
+	asdouble_double4,
+}
+asdouble_float     :: proc "c" (v: float)     -> double    { return double(v) }
+asdouble_double    :: proc "c" (v: double)    -> double    { return double(v) }
+asdouble_int       :: proc "c" (v: int)       -> double    { return double(v) }
+asdouble_uint      :: proc "c" (v: uint)      -> double    { return double(v) }
+asdouble_float1x1  :: proc "c" (v: float1x1)  -> double1x1 { return double1x1(v) }
+asdouble_float2x2  :: proc "c" (v: float2x2)  -> double2x2 { return double2x2(v) }
+asdouble_float3x3  :: proc "c" (v: float3x3)  -> double3x3 { return double3x3(v) }
+asdouble_float4x4  :: proc "c" (v: float4x4)  -> double4x4 { return double4x4(v) }
+asdouble_float1x2  :: proc "c" (v: float1x2)  -> double1x2 { return double1x2(v) }
+asdouble_float1x3  :: proc "c" (v: float1x3)  -> double1x3 { return double1x3(v) }
+asdouble_float1x4  :: proc "c" (v: float1x4)  -> double1x4 { return double1x4(v) }
+asdouble_float2x1  :: proc "c" (v: float2x1)  -> double2x1 { return double2x1(v) }
+asdouble_float2x3  :: proc "c" (v: float2x3)  -> double2x3 { return double2x3(v) }
+asdouble_float2x4  :: proc "c" (v: float2x4)  -> double2x4 { return double2x4(v) }
+asdouble_float3x1  :: proc "c" (v: float3x1)  -> double3x1 { return double3x1(v) }
+asdouble_float3x2  :: proc "c" (v: float3x2)  -> double3x2 { return double3x2(v) }
+asdouble_float3x4  :: proc "c" (v: float3x4)  -> double3x4 { return double3x4(v) }
+asdouble_float4x1  :: proc "c" (v: float4x1)  -> double4x1 { return double4x1(v) }
+asdouble_float4x2  :: proc "c" (v: float4x2)  -> double4x2 { return double4x2(v) }
+asdouble_float4x3  :: proc "c" (v: float4x3)  -> double4x3 { return double4x3(v) }
+asdouble_float2    :: proc "c" (v: float2)    -> double2   { return double2{double(v.x), double(v.y)} }
+asdouble_float3    :: proc "c" (v: float3)    -> double3   { return double3{double(v.x), double(v.y), double(v.z)} }
+asdouble_float4    :: proc "c" (v: float4)    -> double4   { return double4{double(v.x), double(v.y), double(v.z), double(v.w)} }
+asdouble_int2      :: proc "c" (v: int2)      -> double2   { return double2{double(v.x), double(v.y)} }
+asdouble_int3      :: proc "c" (v: int3)      -> double3   { return double3{double(v.x), double(v.y), double(v.z)} }
+asdouble_int4      :: proc "c" (v: int4)      -> double4   { return double4{double(v.x), double(v.y), double(v.z), double(v.w)} }
+asdouble_uint2     :: proc "c" (v: uint2)     -> double2   { return double2{double(v.x), double(v.y)} }
+asdouble_uint3     :: proc "c" (v: uint3)     -> double3   { return double3{double(v.x), double(v.y), double(v.z)} }
+asdouble_uint4     :: proc "c" (v: uint4)     -> double4   { return double4{double(v.x), double(v.y), double(v.z), double(v.w)} }
+asdouble_bool2     :: proc "c" (v: bool2)     -> double2   { return double2{double(int(v.x)), double(int(v.y))} }
+asdouble_bool3     :: proc "c" (v: bool3)     -> double3   { return double3{double(int(v.x)), double(int(v.y)), double(int(v.z))} }
+asdouble_bool4     :: proc "c" (v: bool4)     -> double4   { return double4{double(int(v.x)), double(int(v.y)), double(int(v.z)), double(int(v.w))} }
+asdouble_double1x1 :: proc "c" (v: double1x1) -> double1x1 { return double1x1(v) }
+asdouble_double2x2 :: proc "c" (v: double2x2) -> double2x2 { return double2x2(v) }
+asdouble_double3x3 :: proc "c" (v: double3x3) -> double3x3 { return double3x3(v) }
+asdouble_double4x4 :: proc "c" (v: double4x4) -> double4x4 { return double4x4(v) }
+asdouble_double1x2 :: proc "c" (v: double1x2) -> double1x2 { return double1x2(v) }
+asdouble_double1x3 :: proc "c" (v: double1x3) -> double1x3 { return double1x3(v) }
+asdouble_double1x4 :: proc "c" (v: double1x4) -> double1x4 { return double1x4(v) }
+asdouble_double2x1 :: proc "c" (v: double2x1) -> double2x1 { return double2x1(v) }
+asdouble_double2x3 :: proc "c" (v: double2x3) -> double2x3 { return double2x3(v) }
+asdouble_double2x4 :: proc "c" (v: double2x4) -> double2x4 { return double2x4(v) }
+asdouble_double3x1 :: proc "c" (v: double3x1) -> double3x1 { return double3x1(v) }
+asdouble_double3x2 :: proc "c" (v: double3x2) -> double3x2 { return double3x2(v) }
+asdouble_double3x4 :: proc "c" (v: double3x4) -> double3x4 { return double3x4(v) }
+asdouble_double4x1 :: proc "c" (v: double4x1) -> double4x1 { return double4x1(v) }
+asdouble_double4x2 :: proc "c" (v: double4x2) -> double4x2 { return double4x2(v) }
+asdouble_double4x3 :: proc "c" (v: double4x3) -> double4x3 { return double4x3(v) }
+asdouble_double2   :: proc "c" (v: double2)   -> double2   { return double2{double(v.x), double(v.y)} }
+asdouble_double3   :: proc "c" (v: double3)   -> double3   { return double3{double(v.x), double(v.y), double(v.z)} }
+asdouble_double4   :: proc "c" (v: double4)   -> double4   { return double4{double(v.x), double(v.y), double(v.z), double(v.w)} }
+
+asint :: proc{
+	asint_float,
+	asint_double,
+	asint_int,
+	asint_uint,
+	asint_float1x1,
+	asint_float2x2,
+	asint_float3x3,
+	asint_float4x4,
+	asint_float1x2,
+	asint_float1x3,
+	asint_float1x4,
+	asint_float2x1,
+	asint_float2x3,
+	asint_float2x4,
+	asint_float3x1,
+	asint_float3x2,
+	asint_float3x4,
+	asint_float4x1,
+	asint_float4x2,
+	asint_float4x3,
+	asint_float2,
+	asint_float3,
+	asint_float4,
+	asint_int2,
+	asint_int3,
+	asint_int4,
+	asint_uint2,
+	asint_uint3,
+	asint_uint4,
+	asint_bool2,
+	asint_bool3,
+	asint_bool4,
+	asint_double1x1,
+	asint_double2x2,
+	asint_double3x3,
+	asint_double4x4,
+	asint_double1x2,
+	asint_double1x3,
+	asint_double1x4,
+	asint_double2x1,
+	asint_double2x3,
+	asint_double2x4,
+	asint_double3x1,
+	asint_double3x2,
+	asint_double3x4,
+	asint_double4x1,
+	asint_double4x2,
+	asint_double4x3,
+	asint_double2,
+	asint_double3,
+	asint_double4,
+}
+asint_float     :: proc "c" (v: float)     -> int    { return int(v) }
+asint_double    :: proc "c" (v: double)    -> int    { return int(v) }
+asint_int       :: proc "c" (v: int)       -> int    { return int(v) }
+asint_uint      :: proc "c" (v: uint)      -> int    { return int(v) }
+asint_float1x1  :: proc "c" (v: float1x1)  -> int1x1 { return int1x1(v) }
+asint_float2x2  :: proc "c" (v: float2x2)  -> int2x2 { return int2x2(v) }
+asint_float3x3  :: proc "c" (v: float3x3)  -> int3x3 { return int3x3(v) }
+asint_float4x4  :: proc "c" (v: float4x4)  -> int4x4 { return int4x4(v) }
+asint_float1x2  :: proc "c" (v: float1x2)  -> int1x2 { return int1x2(v) }
+asint_float1x3  :: proc "c" (v: float1x3)  -> int1x3 { return int1x3(v) }
+asint_float1x4  :: proc "c" (v: float1x4)  -> int1x4 { return int1x4(v) }
+asint_float2x1  :: proc "c" (v: float2x1)  -> int2x1 { return int2x1(v) }
+asint_float2x3  :: proc "c" (v: float2x3)  -> int2x3 { return int2x3(v) }
+asint_float2x4  :: proc "c" (v: float2x4)  -> int2x4 { return int2x4(v) }
+asint_float3x1  :: proc "c" (v: float3x1)  -> int3x1 { return int3x1(v) }
+asint_float3x2  :: proc "c" (v: float3x2)  -> int3x2 { return int3x2(v) }
+asint_float3x4  :: proc "c" (v: float3x4)  -> int3x4 { return int3x4(v) }
+asint_float4x1  :: proc "c" (v: float4x1)  -> int4x1 { return int4x1(v) }
+asint_float4x2  :: proc "c" (v: float4x2)  -> int4x2 { return int4x2(v) }
+asint_float4x3  :: proc "c" (v: float4x3)  -> int4x3 { return int4x3(v) }
+asint_float2    :: proc "c" (v: float2)    -> int2   { return int2{int(v.x), int(v.y)} }
+asint_float3    :: proc "c" (v: float3)    -> int3   { return int3{int(v.x), int(v.y), int(v.z)} }
+asint_float4    :: proc "c" (v: float4)    -> int4   { return int4{int(v.x), int(v.y), int(v.z), int(v.w)} }
+asint_int2      :: proc "c" (v: int2)      -> int2   { return int2{int(v.x), int(v.y)} }
+asint_int3      :: proc "c" (v: int3)      -> int3   { return int3{int(v.x), int(v.y), int(v.z)} }
+asint_int4      :: proc "c" (v: int4)      -> int4   { return int4{int(v.x), int(v.y), int(v.z), int(v.w)} }
+asint_uint2     :: proc "c" (v: uint2)     -> int2   { return int2{int(v.x), int(v.y)} }
+asint_uint3     :: proc "c" (v: uint3)     -> int3   { return int3{int(v.x), int(v.y), int(v.z)} }
+asint_uint4     :: proc "c" (v: uint4)     -> int4   { return int4{int(v.x), int(v.y), int(v.z), int(v.w)} }
+asint_bool2     :: proc "c" (v: bool2)     -> int2   { return int2{int(int(v.x)), int(int(v.y))} }
+asint_bool3     :: proc "c" (v: bool3)     -> int3   { return int3{int(int(v.x)), int(int(v.y)), int(int(v.z))} }
+asint_bool4     :: proc "c" (v: bool4)     -> int4   { return int4{int(int(v.x)), int(int(v.y)), int(int(v.z)), int(int(v.w))} }
+asint_double1x1 :: proc "c" (v: double1x1) -> int1x1 { return int1x1(v) }
+asint_double2x2 :: proc "c" (v: double2x2) -> int2x2 { return int2x2(v) }
+asint_double3x3 :: proc "c" (v: double3x3) -> int3x3 { return int3x3(v) }
+asint_double4x4 :: proc "c" (v: double4x4) -> int4x4 { return int4x4(v) }
+asint_double1x2 :: proc "c" (v: double1x2) -> int1x2 { return int1x2(v) }
+asint_double1x3 :: proc "c" (v: double1x3) -> int1x3 { return int1x3(v) }
+asint_double1x4 :: proc "c" (v: double1x4) -> int1x4 { return int1x4(v) }
+asint_double2x1 :: proc "c" (v: double2x1) -> int2x1 { return int2x1(v) }
+asint_double2x3 :: proc "c" (v: double2x3) -> int2x3 { return int2x3(v) }
+asint_double2x4 :: proc "c" (v: double2x4) -> int2x4 { return int2x4(v) }
+asint_double3x1 :: proc "c" (v: double3x1) -> int3x1 { return int3x1(v) }
+asint_double3x2 :: proc "c" (v: double3x2) -> int3x2 { return int3x2(v) }
+asint_double3x4 :: proc "c" (v: double3x4) -> int3x4 { return int3x4(v) }
+asint_double4x1 :: proc "c" (v: double4x1) -> int4x1 { return int4x1(v) }
+asint_double4x2 :: proc "c" (v: double4x2) -> int4x2 { return int4x2(v) }
+asint_double4x3 :: proc "c" (v: double4x3) -> int4x3 { return int4x3(v) }
+asint_double2   :: proc "c" (v: double2)   -> int2   { return int2{int(v.x), int(v.y)} }
+asint_double3   :: proc "c" (v: double3)   -> int3   { return int3{int(v.x), int(v.y), int(v.z)} }
+asint_double4   :: proc "c" (v: double4)   -> int4   { return int4{int(v.x), int(v.y), int(v.z), int(v.w)} }
+
+
+asuint :: proc{
+	asuint_float,
+	asuint_double,
+	asuint_int,
+	asuint_uint,
+	asuint_float2,
+	asuint_float3,
+	asuint_float4,
+	asuint_int2,
+	asuint_int3,
+	asuint_int4,
+	asuint_uint2,
+	asuint_uint3,
+	asuint_uint4,
+	asuint_bool2,
+	asuint_bool3,
+	asuint_bool4,
+	asuint_double2,
+	asuint_double3,
+	asuint_double4,
+}
+asuint_float     :: proc "c" (v: float)     -> uint    { return uint(v) }
+asuint_double    :: proc "c" (v: double)    -> uint    { return uint(v) }
+asuint_int       :: proc "c" (v: int)       -> uint    { return uint(v) }
+asuint_uint      :: proc "c" (v: uint)      -> uint    { return uint(v) }
+asuint_float2    :: proc "c" (v: float2)    -> uint2   { return uint2{uint(v.x), uint(v.y)} }
+asuint_float3    :: proc "c" (v: float3)    -> uint3   { return uint3{uint(v.x), uint(v.y), uint(v.z)} }
+asuint_float4    :: proc "c" (v: float4)    -> uint4   { return uint4{uint(v.x), uint(v.y), uint(v.z), uint(v.w)} }
+asuint_int2      :: proc "c" (v: int2)      -> uint2   { return uint2{uint(v.x), uint(v.y)} }
+asuint_int3      :: proc "c" (v: int3)      -> uint3   { return uint3{uint(v.x), uint(v.y), uint(v.z)} }
+asuint_int4      :: proc "c" (v: int4)      -> uint4   { return uint4{uint(v.x), uint(v.y), uint(v.z), uint(v.w)} }
+asuint_uint2     :: proc "c" (v: uint2)     -> uint2   { return uint2{uint(v.x), uint(v.y)} }
+asuint_uint3     :: proc "c" (v: uint3)     -> uint3   { return uint3{uint(v.x), uint(v.y), uint(v.z)} }
+asuint_uint4     :: proc "c" (v: uint4)     -> uint4   { return uint4{uint(v.x), uint(v.y), uint(v.z), uint(v.w)} }
+asuint_bool2     :: proc "c" (v: bool2)     -> uint2   { return uint2{uint(uint(v.x)), uint(uint(v.y))} }
+asuint_bool3     :: proc "c" (v: bool3)     -> uint3   { return uint3{uint(uint(v.x)), uint(uint(v.y)), uint(uint(v.z))} }
+asuint_bool4     :: proc "c" (v: bool4)     -> uint4   { return uint4{uint(uint(v.x)), uint(uint(v.y)), uint(uint(v.z)), uint(uint(v.w))} }
+asuint_double2   :: proc "c" (v: double2)   -> uint2   { return uint2{uint(v.x), uint(v.y)} }
+asuint_double3   :: proc "c" (v: double3)   -> uint3   { return uint3{uint(v.x), uint(v.y), uint(v.z)} }
+asuint_double4   :: proc "c" (v: double4)   -> uint4   { return uint4{uint(v.x), uint(v.y), uint(v.z), uint(v.w)} }
+
+
+// TODO(bill): All of the `mul` procedures

+ 69 - 0
core/math/linalg/hlsl/linalg_hlsl_math.odin

@@ -0,0 +1,69 @@
+package math_linalg_hlsl
+
+import "core:math"
+
+cos_float         :: proc "c" (x: float)    -> float { return math.cos(x) }
+sin_float         :: proc "c" (x: float)    -> float { return math.sin(x) }
+tan_float         :: proc "c" (x: float)    -> float { return math.tan(x) }
+acos_float        :: proc "c" (x: float)    -> float { return math.acos(x) }
+asin_float        :: proc "c" (x: float)    -> float { return math.asin(x) }
+atan_float        :: proc "c" (x: float)    -> float { return math.atan(x) }
+atan2_float       :: proc "c" (y, x: float) -> float { return math.atan2(y, x) }
+cosh_float        :: proc "c" (x: float)    -> float { return math.cosh(x) }
+sinh_float        :: proc "c" (x: float)    -> float { return math.sinh(x) }
+tanh_float        :: proc "c" (x: float)    -> float { return math.tanh(x) }
+acosh_float       :: proc "c" (x: float)    -> float { return math.acosh(x) }
+asinh_float       :: proc "c" (x: float)    -> float { return math.asinh(x) }
+atanh_float       :: proc "c" (x: float)    -> float { return math.atanh(x) }
+sqrt_float        :: proc "c" (x: float)    -> float { return math.sqrt(x) }
+rsqrt_float       :: proc "c" (x: float)    -> float { return 1.0/math.sqrt(x) }
+rcp_float         :: proc "c" (x: float)    -> float { return 1.0/x }
+pow_float         :: proc "c" (x, y: float) -> float { return math.pow(x, y) }
+exp_float         :: proc "c" (x: float)    -> float { return math.exp(x) }
+log_float         :: proc "c" (x: float)    -> float { return math.ln(x) }
+log2_float        :: proc "c" (x: float)    -> float { return math.log(x, 2) }
+log10_float       :: proc "c" (x: float)    -> float { return math.log(x, 10) }
+exp2_float        :: proc "c" (x: float)    -> float { return math.pow(float(2), x) }
+sign_float        :: proc "c" (x: float)    -> float { return math.sign(x) }
+floor_float       :: proc "c" (x: float)    -> float { return math.floor(x) }
+ceil_float        :: proc "c" (x: float)    -> float { return math.ceil(x) }
+fmod_float        :: proc "c" (x, y: float) -> float { return math.mod(x, y) }
+frac_float :: proc "c" (x: float) -> float {
+	if x >= 0 {
+		return x - math.trunc(x)
+	}
+	return math.trunc(-x) + x
+}
+
+cos_double         :: proc "c" (x: double)    -> double { return math.cos(x) }
+sin_double         :: proc "c" (x: double)    -> double { return math.sin(x) }
+tan_double         :: proc "c" (x: double)    -> double { return math.tan(x) }
+acos_double        :: proc "c" (x: double)    -> double { return math.acos(x) }
+asin_double        :: proc "c" (x: double)    -> double { return math.asin(x) }
+atan_double        :: proc "c" (x: double)    -> double { return math.atan(x) }
+atan2_double       :: proc "c" (y, x: double) -> double { return math.atan2(y, x) }
+cosh_double        :: proc "c" (x: double)    -> double { return math.cosh(x) }
+sinh_double        :: proc "c" (x: double)    -> double { return math.sinh(x) }
+tanh_double        :: proc "c" (x: double)    -> double { return math.tanh(x) }
+acosh_double       :: proc "c" (x: double)    -> double { return math.acosh(x) }
+asinh_double       :: proc "c" (x: double)    -> double { return math.asinh(x) }
+atanh_double       :: proc "c" (x: double)    -> double { return math.atanh(x) }
+sqrt_double        :: proc "c" (x: double)    -> double { return math.sqrt(x) }
+rsqrt_double       :: proc "c" (x: double)    -> double { return 1.0/math.sqrt(x) }
+rcp_double         :: proc "c" (x: double)    -> double { return 1.0/x }
+pow_double         :: proc "c" (x, y: double) -> double { return math.pow(x, y) }
+exp_double         :: proc "c" (x: double)    -> double { return math.exp(x) }
+log_double         :: proc "c" (x: double)    -> double { return math.ln(x) }
+log2_double        :: proc "c" (x: double)    -> double { return math.log(x, 2) }
+log10_double       :: proc "c" (x: double)    -> double { return math.log(x, 10) }
+exp2_double        :: proc "c" (x: double)    -> double { return math.pow(double(2), x) }
+sign_double        :: proc "c" (x: double)    -> double { return math.sign(x) }
+floor_double       :: proc "c" (x: double)    -> double { return math.floor(x) }
+ceil_double        :: proc "c" (x: double)    -> double { return math.ceil(x) }
+fmod_double        :: proc "c" (x, y: double) -> double { return math.mod(x, y) }
+frac_double :: proc "c" (x: double) -> double {
+	if x >= 0 {
+		return x - math.trunc(x)
+	}
+	return math.trunc(-x) + x
+}