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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)} }
- round :: proc{
- round_float,
- round_double,
- round_float2,
- round_float3,
- round_float4,
- round_double2,
- round_double3,
- round_double4,
- }
- round_float2 :: proc "c" (x: float2) -> float2 { return {round(x.x), round(x.y)} }
- round_float3 :: proc "c" (x: float3) -> float3 { return {round(x.x), round(x.y), round(x.z)} }
- round_float4 :: proc "c" (x: float4) -> float4 { return {round(x.x), round(x.y), round(x.z), round(x.w)} }
- round_double2 :: proc "c" (x: double2) -> double2 { return {round(x.x), round(x.y)} }
- round_double3 :: proc "c" (x: double3) -> double3 { return {round(x.x), round(x.y), round(x.z)} }
- round_double4 :: proc "c" (x: double4) -> double4 { return {round(x.x), round(x.y), round(x.z), round(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)} }
- isfinite_float :: proc "c" (x: float) -> bool { return !isinf_float(x) }
- isfinite_float2 :: proc "c" (x: float2) -> bool2 { return {isfinite_float(x.x), isfinite_float(x.y)} }
- isfinite_float3 :: proc "c" (x: float3) -> bool3 { return {isfinite_float(x.x), isfinite_float(x.y), isfinite_float(x.z)} }
- isfinite_float4 :: proc "c" (x: float4) -> bool4 { return {isfinite_float(x.x), isfinite_float(x.y), isfinite_float(x.z), isfinite_float(x.w)} }
- isfinite_double :: proc "c" (x: double) -> bool { return !isinf_double(x) }
- isfinite_double2 :: proc "c" (x: double2) -> bool2 { return {isfinite_double(x.x), isfinite_double(x.y)} }
- isfinite_double3 :: proc "c" (x: double3) -> bool3 { return {isfinite_double(x.x), isfinite_double(x.y), isfinite_double(x.z)} }
- isfinite_double4 :: proc "c" (x: double4) -> bool4 { return {isfinite_double(x.x), isfinite_double(x.y), isfinite_double(x.z), isfinite_double(x.w)} }
- // isfinite is the opposite of isinf and returns true if the number is neither positive-infinite or negative-infinite
- isfinite :: proc{
- isfinite_float,
- isfinite_float2,
- isfinite_float3,
- isfinite_float4,
- isfinite_double,
- isfinite_double2,
- isfinite_double3,
- isfinite_double4,
- }
- isinf_float :: proc "c" (x: float) -> bool { return x * 0.5 == x }
- isinf_float2 :: proc "c" (x: float2) -> bool2 { return {isinf_float(x.x), isinf_float(x.y)} }
- isinf_float3 :: proc "c" (x: float3) -> bool3 { return {isinf_float(x.x), isinf_float(x.y), isinf_float(x.z)} }
- isinf_float4 :: proc "c" (x: float4) -> bool4 { return {isinf_float(x.x), isinf_float(x.y), isinf_float(x.z), isinf_float(x.w)} }
- isinf_double :: proc "c" (x: double) -> bool { return x * 0.5 == x }
- isinf_double2 :: proc "c" (x: double2) -> bool2 { return {isinf_double(x.x), isinf_double(x.y)} }
- isinf_double3 :: proc "c" (x: double3) -> bool3 { return {isinf_double(x.x), isinf_double(x.y), isinf_double(x.z)} }
- isinf_double4 :: proc "c" (x: double4) -> bool4 { return {isinf_double(x.x), isinf_double(x.y), isinf_double(x.z), isinf_double(x.w)} }
- // isinf is the opposite of isfinite and returns true if the number is either positive-infinite or negative-infinite
- isinf :: proc{
- isinf_float,
- isinf_float2,
- isinf_float3,
- isinf_float4,
- isinf_double,
- isinf_double2,
- isinf_double3,
- isinf_double4,
- }
- isnan_float2 :: proc "c" (x: float2) -> bool2 { return {isnan_float(x.x), isnan_float(x.y)} }
- isnan_float3 :: proc "c" (x: float3) -> bool3 { return {isnan_float(x.x), isnan_float(x.y), isnan_float(x.z)} }
- isnan_float4 :: proc "c" (x: float4) -> bool4 { return {isnan_float(x.x), isnan_float(x.y), isnan_float(x.z), isnan_float(x.w)} }
- isnan_double2 :: proc "c" (x: double2) -> bool2 { return {isnan_double(x.x), isnan_double(x.y)} }
- isnan_double3 :: proc "c" (x: double3) -> bool3 { return {isnan_double(x.x), isnan_double(x.y), isnan_double(x.z)} }
- isnan_double4 :: proc "c" (x: double4) -> bool4 { return {isnan_double(x.x), isnan_double(x.y), isnan_double(x.z), isnan_double(x.w)} }
- // isnan returns true if the input value is the special case of Not-A-Number
- isnan :: proc{
- isnan_float,
- isnan_float2,
- isnan_float3,
- isnan_float4,
- isnan_double,
- isnan_double2,
- isnan_double3,
- isnan_double4,
- }
- 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" (v: int) -> int { return builtin.clamp(v, 0, 1) }
- saturate_uint :: proc "c" (v: uint) -> uint { return builtin.clamp(v, 0, 1) }
- saturate_float :: proc "c" (v: float) -> float { return builtin.clamp(v, 0, 1) }
- saturate_double :: proc "c" (v: double) -> double { return builtin.clamp(v, 0, 1) }
- saturate_float2 :: proc "c" (v: float2) -> float2 { return {builtin.clamp(v.x, 0, 1), builtin.clamp(v.y, 0, 1)} }
- saturate_float3 :: proc "c" (v: float3) -> float3 { return {builtin.clamp(v.x, 0, 1), builtin.clamp(v.y, 0, 1), builtin.clamp(v.z, 0, 1)} }
- saturate_float4 :: proc "c" (v: float4) -> float4 { return {builtin.clamp(v.x, 0, 1), builtin.clamp(v.y, 0, 1), builtin.clamp(v.z, 0, 1), builtin.clamp(v.w, 0, 1)} }
- saturate_double2 :: proc "c" (v: double2) -> double2 { return {builtin.clamp(v.x, 0, 1), builtin.clamp(v.y, 0, 1)} }
- saturate_double3 :: proc "c" (v: double3) -> double3 { return {builtin.clamp(v.x, 0, 1), builtin.clamp(v.y, 0, 1), builtin.clamp(v.z, 0, 1)} }
- saturate_double4 :: proc "c" (v: double4) -> double4 { return {builtin.clamp(v.x, 0, 1), builtin.clamp(v.y, 0, 1), builtin.clamp(v.z, 0, 1), builtin.clamp(v.w, 0, 1)} }
- saturate_int2 :: proc "c" (v: int2) -> int2 { return {builtin.clamp(v.x, 0, 1), builtin.clamp(v.y, 0, 1)} }
- saturate_int3 :: proc "c" (v: int3) -> int3 { return {builtin.clamp(v.x, 0, 1), builtin.clamp(v.y, 0, 1), builtin.clamp(v.z, 0, 1)} }
- saturate_int4 :: proc "c" (v: int4) -> int4 { return {builtin.clamp(v.x, 0, 1), builtin.clamp(v.y, 0, 1), builtin.clamp(v.z, 0, 1), builtin.clamp(v.w, 0, 1)} }
- saturate_uint2 :: proc "c" (v: uint2) -> uint2 { return {builtin.clamp(v.x, 0, 1), builtin.clamp(v.y, 0, 1)} }
- saturate_uint3 :: proc "c" (v: uint3) -> uint3 { return {builtin.clamp(v.x, 0, 1), builtin.clamp(v.y, 0, 1), builtin.clamp(v.z, 0, 1)} }
- saturate_uint4 :: proc "c" (v: uint4) -> uint4 { return {builtin.clamp(v.x, 0, 1), builtin.clamp(v.y, 0, 1), builtin.clamp(v.z, 0, 1), builtin.clamp(v.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
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