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Added a new example using raycasting in JS
agusarg 8 years ago
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a7bba9d1d3
47 changed files with 6496 additions and 0 deletions
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      Raycast/AtomicExample.json
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      Raycast/JavaScript/Resources.asset
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      Raycast/JavaScript/Resources/Components.asset
  4. 164 0
      Raycast/JavaScript/Resources/Components/UserMovement.js
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      Raycast/JavaScript/Resources/Components/UserMovement.js.asset
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      Raycast/JavaScript/Resources/Materials.asset
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      Raycast/JavaScript/Resources/Materials/DemoTerrain.material
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      Raycast/JavaScript/Resources/Materials/DemoTerrain.material.asset
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      Raycast/JavaScript/Resources/Models.asset
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      Raycast/JavaScript/Resources/Models/Chest.fbx
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      Raycast/JavaScript/Resources/Models/Chest.fbx.asset
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      Raycast/JavaScript/Resources/Models/Materials.asset
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      Raycast/JavaScript/Resources/Models/Materials/DefaultMaterial.material
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      Raycast/JavaScript/Resources/Models/Materials/DefaultMaterial.material.asset
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      Raycast/JavaScript/Resources/Models/Materials/Robo.material
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      Raycast/JavaScript/Resources/Models/Materials/Robo.material.asset
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      Raycast/JavaScript/Resources/Models/Materials/Robot_01_mat.material
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      Raycast/JavaScript/Resources/Models/Materials/Robot_01_mat.material.asset
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      Raycast/JavaScript/Resources/Models/Robo.fbx
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      Raycast/JavaScript/Resources/Models/Robo.fbx.asset
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      Raycast/JavaScript/Resources/Models/Textures.asset
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      Raycast/JavaScript/Resources/Models/Textures/AtomicRobot.png
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      Raycast/JavaScript/Resources/Models/Textures/AtomicRobot.png.asset
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      Raycast/JavaScript/Resources/Models/Textures/Robot_01_Diffuse.png
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      Raycast/JavaScript/Resources/Models/Textures/Robot_01_Diffuse.png.asset
  26. 5 0
      Raycast/JavaScript/Resources/Modules.asset
  27. 4292 0
      Raycast/JavaScript/Resources/Modules/gl-matrix.js
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      Raycast/JavaScript/Resources/Modules/gl-matrix.js.asset
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      Raycast/JavaScript/Resources/Scenes.asset
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      Raycast/JavaScript/Resources/Scenes/Scene.scene
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      Raycast/JavaScript/Resources/Scenes/Scene.scene.asset
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      Raycast/JavaScript/Resources/Scripts.asset
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      Raycast/JavaScript/Resources/Scripts/main.js
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      Raycast/JavaScript/Resources/Scripts/main.js.asset
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      Raycast/JavaScript/Resources/Textures.asset
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      Raycast/JavaScript/Resources/Textures/Chest.png
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      Raycast/JavaScript/Resources/Textures/Chest.png.asset
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      Raycast/JavaScript/Resources/Textures/Ground_Texture03.jpg
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      Raycast/JavaScript/Resources/Textures/Ground_Texture03.jpg.asset
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      Raycast/JavaScript/Resources/Textures/Ground_Texture06.jpg
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      Raycast/JavaScript/Resources/Textures/Ground_Texture07.jpg
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      Raycast/JavaScript/Resources/Textures/TerrainWeights.png
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      Raycast/JavaScript/Resources/Textures/TerrainWeights.png.asset

+ 4 - 0
Raycast/AtomicExample.json

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+{
+    "name": "Raycast",
+    "desc" : "A simple character controlling example using raycasting to control the characters rotation."
+}

+ 5 - 0
Raycast/JavaScript/Resources.asset

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+{
+	"version": 1,
+	"guid": "4f6523c5a359826517a81bfc8f854c3f",
+	"FolderImporter": {}
+}

+ 5 - 0
Raycast/JavaScript/Resources/Components.asset

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+{
+	"version": 1,
+	"guid": "1e1261e391346baeed02e4a9c714fb5f",
+	"FolderImporter": {}
+}

+ 164 - 0
Raycast/JavaScript/Resources/Components/UserMovement.js

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+"atomic component";
+
+var glmatrix = require("gl-matrix");
+var quat = glmatrix.quat;
+var vec3 = glmatrix.vec3;
+var MATH_RAD_TO_DEG = 360 / Math.PI
+exports.component = function(self) {
+    var BRAKE_FORCE = 0.028;
+    var MOVE_FORCE = 0.3;
+
+    var camNode
+    var charNode
+    var charBody
+    var charAnimCtrl
+
+    var cameraToCharVector
+    var camera
+    var screenWidth
+    var screenHeight
+    self.start = function() {
+        charNode = self.node
+        camera = charNode.scene.getMainCamera()
+        camNode = camera.node
+
+        cameraToCharVector = [0, 0, 0]
+        var charPos = [0, 0, 0]
+
+        // We define the cameraToCharVector as the vector with origin in the character
+        // and that ends up on the camera position.
+        // Initial vector value is computed from the initial state of the scene.
+        vec3.add(cameraToCharVector, camNode.getWorldPosition(), vec3.negate(charPos, charNode.getWorldPosition()))
+
+        charBody = charNode.getComponent("RigidBody")
+        charBody.angularFactor = [0, 0, 0]
+        charAnimCtrl = charNode.getComponent("AnimationController");
+        // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
+        charBody.collisionEventMode = Atomic.COLLISION_ALWAYS;
+
+        screenWidth = Atomic.graphics.width
+        screenHeight = Atomic.graphics.height
+    }
+
+    self.update = function(timeStep) {
+        var mousePos = Atomic.input.getMousePosition()
+
+        var inputData = updateInputData()
+
+        // Update movement & animation
+        var velocity = charBody.getLinearVelocity();
+
+        var moveDir = [0, 0, 0];
+
+        if (inputData.moveUp) {
+            vec3.add(moveDir, moveDir, [0, 0, -1]);
+        }
+        if (inputData.moveDown) {
+            vec3.add(moveDir, moveDir, [0, 0, 1]);
+        }
+        if (inputData.moveLeft) {
+            vec3.add(moveDir, moveDir, [1, 0, 0]);
+        }
+        if (inputData.moveRight) {
+            vec3.add(moveDir, moveDir, [-1, 0, 0]);
+        }
+
+        // Scale the vector to match the acceleration of the character
+        vec3.normalize(moveDir, moveDir)
+        vec3.scale(moveDir, moveDir, MOVE_FORCE);
+        charBody.applyImpulse(moveDir)
+
+        // Velocity on the XZ plane
+        var planeVelocity = [velocity[0], 0.0, velocity[2]]
+        vec3.negate(planeVelocity, planeVelocity)
+        vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE)
+        charBody.applyImpulse(planeVelocity)
+
+        var newCamPos = [0, 0, 0]
+        vec3.add(newCamPos, charNode.getWorldPosition(), cameraToCharVector)
+        camNode.setWorldPosition(newCamPos)
+
+        var scene = self.node.scene
+        var octree = scene.getComponent("Octree")
+
+        var origin = camNode.getWorldPosition()
+
+        var mouseX = inputData.mousePos[0]
+        var mouseY = inputData.mousePos[1]
+
+        // Create a ray from the origin (users POV) that passes through the (mouseX, mouseY) point
+        // in the near plane of the camera.
+        var ray = camera.getScreenRay(mouseX / screenWidth, mouseY / screenHeight)
+
+        // Perform raycasting
+        var rayCastHits = octree.rayCastSingle(ray, Atomic.RAY_TRIANGLE, 250, Atomic.DRAWABLE_GEOMETRY)
+
+        // If we hit something we take into account the XZ coordinates of the
+        // hit object and get the vector describing the direction to which the
+        // character is heading
+        if (rayCastHits) {
+          var charHeadingPlaneXZ = [0, 0,- 1]
+          var rayHitPosPlaneXZ = rayCastHits.position
+          rayHitPosPlaneXZ[1] = 0
+          var charPosPlaneXZ = charNode.getWorldPosition()
+          charPosPlaneXZ[1] = 0
+          var charHeading = vec3.add([0, 0, 0], rayHitPosPlaneXZ, vec3.negate([0, 0, 0], charPosPlaneXZ))
+          charHeadingPlaneXZ = charHeading
+          charHeadingPlaneXZ[1] = 0
+
+          var initHeading = [0, 0, -1]
+          vec3.normalize(initHeading, initHeading)
+          vec3.normalize(charHeadingPlaneXZ, charHeadingPlaneXZ)
+          // Create a rotation quaternion to describe rotation from characters initial
+          // heading to the computed char heading direction
+          var rotationQ = quat.rotationTo([0, 0, 0, 0], [0, 0, -1], charHeadingPlaneXZ)
+
+          // Here there is a little gotcha with quaternion math and JS
+          // The engine expects the quaternion components to be ordered
+          // differently than gl-matrix order so we just switch the order to match
+          // the engines before appling rotation.
+          quat.set(rotationQ, rotationQ[3], rotationQ[0], rotationQ[1], rotationQ[2])
+          charNode.rotation = rotationQ
+        }
+
+        var idle = !(Math.abs(velocity[0]) >= 0.01 || Math.abs(velocity[2]) > 0.01)
+        if (idle)
+          charAnimCtrl.playExclusive("Idle", 0, true, 0.0)
+        else
+          charAnimCtrl.playExclusive("Run", 0, true, 0.0)
+    }
+}
+
+function updateInputData() {
+    var input = Atomic.input;
+
+    moveUp = false;
+    moveDown = false;
+    moveLeft = false;
+    moveRight = false;
+    button0 = false;
+    button1 = false;
+
+    //check input
+    if (input.getKeyDown(Atomic.KEY_W) || input.getKeyDown(Atomic.KEY_UP))
+        moveUp = true;
+    if (input.getKeyDown(Atomic.KEY_S) || input.getKeyDown(Atomic.KEY_DOWN))
+        moveDown = true;
+    if (input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_LEFT))
+        moveLeft = true;
+    if (input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_RIGHT))
+        moveRight = true;
+
+    if (input.getKeyPress(Atomic.KEY_F))
+        button0 = true;
+    if (input.getKeyPress(Atomic.KEY_SPACE))
+        button1 = true;
+
+    return {
+        moveUp: moveUp,
+        moveDown: moveDown,
+        moveLeft: moveLeft,
+        moveRight: moveRight,
+        mousePos: input.getMousePosition()
+    }
+}

+ 7 - 0
Raycast/JavaScript/Resources/Components/UserMovement.js.asset

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+{
+	"version": 1,
+	"guid": "70aad1f2fb82aaa447e9fda56db1d481",
+	"JavascriptImporter": {
+		"IsComponentFile": true
+	}
+}

+ 5 - 0
Raycast/JavaScript/Resources/Materials.asset

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+{
+	"version": 1,
+	"guid": "b85f79032d207255f08d8d3f948d3b9a",
+	"FolderImporter": {}
+}

+ 9 - 0
Raycast/JavaScript/Resources/Materials/DemoTerrain.material

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+<material>
+    <technique name="Techniques/TerrainBlend.xml" />
+    <texture unit="0" name="Textures/TerrainWeights.png" />
+    <texture unit="1" name="Textures/Ground_Texture07.jpg" />
+    <texture unit="2" name="Textures/Ground_Texture03.jpg" />
+    <texture unit="3" name="Textures/Ground_Texture06.jpg" />
+    <parameter name="MatSpecColor" value="0.5 0.5 0.5 16" />
+    <parameter name="DetailTiling" value="64 64" />
+</material>

+ 5 - 0
Raycast/JavaScript/Resources/Materials/DemoTerrain.material.asset

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+{
+	"version": 1,
+	"guid": "c75b33bdf6c72a8f4893de2ad1e34b0c",
+	"MaterialImporter": {}
+}

+ 5 - 0
Raycast/JavaScript/Resources/Models.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "93f80029afd4b7050e5035c315c874ac",
+	"FolderImporter": {}
+}

BIN
Raycast/JavaScript/Resources/Models/Chest.fbx


+ 10 - 0
Raycast/JavaScript/Resources/Models/Chest.fbx.asset

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+{
+	"version": 1,
+	"guid": "2788364e8ff6f81f4b566a9d58e3fb5b",
+	"ModelImporter": {
+		"scale": 0.01,
+		"importAnimations": false,
+		"importMaterials": true,
+		"animInfo": []
+	}
+}

+ 5 - 0
Raycast/JavaScript/Resources/Models/Materials.asset

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+{
+	"version": 1,
+	"guid": "cdb56bbba5d49ac31939015a0b68dcfd",
+	"FolderImporter": {}
+}

+ 15 - 0
Raycast/JavaScript/Resources/Models/Materials/DefaultMaterial.material

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+<?xml version="1.0"?>
+<material>
+	<technique name="Techniques/Diff.xml" quality="0" loddistance="0" />
+	<texture unit="diffuse" name="Textures/Chest.png" />
+	<parameter name="UOffset" value="1 0 0 0" />
+	<parameter name="VOffset" value="0 1 0 0" />
+	<parameter name="MatDiffColor" value="0.8 0.8 0.8 1" />
+	<parameter name="MatEmissiveColor" value="0 0 0 1" />
+	<parameter name="MatEnvMapColor" value="1 1 1" />
+	<parameter name="MatSpecColor" value="0.5 0.5 0.5 16" />
+	<cull value="ccw" />
+	<shadowcull value="ccw" />
+	<fill value="solid" />
+	<depthbias constant="0" slopescaled="0" />
+</material>

+ 5 - 0
Raycast/JavaScript/Resources/Models/Materials/DefaultMaterial.material.asset

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+{
+	"version": 1,
+	"guid": "576d9c0a9a3918d7c1bfa9dd2bb7b1a6",
+	"MaterialImporter": {}
+}

+ 20 - 0
Raycast/JavaScript/Resources/Models/Materials/Robo.material

@@ -0,0 +1,20 @@
+<?xml version="1.0"?>
+<material>
+	<technique name="Techniques/Diff.xml" quality="0" loddistance="0" />
+	<texture unit="diffuse" name="Models/Textures/Robot_01_Diffuse.png" />
+	<parameter name="UOffset" value="1 0 0 0" />
+	<parameter name="VOffset" value="0 1 0 0" />
+	<parameter name="MatDiffColor" value="0.8 0.8 0.8 1" />
+	<parameter name="MatEmissiveColor" value="0 0 0 1" />
+	<parameter name="MatEnvMapColor" value="1 1 1" />
+	<parameter name="MatSpecColor" value="1 1 1 1" />
+	<parameter name="Roughness" value="0.5" />
+	<parameter name="Metallic" value="0" />
+	<cull value="ccw" />
+	<shadowcull value="ccw" />
+	<fill value="solid" />
+	<depthbias constant="0" slopescaled="0" />
+	<alphatocoverage enable="false" />
+	<renderorder value="128" />
+	<occlusion enable="true" />
+</material>

+ 5 - 0
Raycast/JavaScript/Resources/Models/Materials/Robo.material.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "f2a63b786f0184a46031f727229f7c04",
+	"MaterialImporter": {}
+}

+ 8 - 0
Raycast/JavaScript/Resources/Models/Materials/Robot_01_mat.material

@@ -0,0 +1,8 @@
+<?xml version="1.0"?>
+<material>
+	<technique name="Techniques/Diff.xml" />
+	<texture unit="diffuse" name="Textures/Robot_01_Diffuse.png" />
+	<parameter name="MatDiffColor" value="0.8 0.8 0.8 1" />
+	<parameter name="MatSpecColor" value="1 1 1 1" />
+	<parameter name="MatEmissiveColor" value="0 0 0 1" />
+</material>

+ 5 - 0
Raycast/JavaScript/Resources/Models/Materials/Robot_01_mat.material.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "dd6a8f6a08a37c9adfeea31a7a6bc573",
+	"MaterialImporter": {}
+}

BIN
Raycast/JavaScript/Resources/Models/Robo.fbx


+ 21 - 0
Raycast/JavaScript/Resources/Models/Robo.fbx.asset

@@ -0,0 +1,21 @@
+{
+	"version": 1,
+	"guid": "24155f56c38c1cbcbe3719e53080de7d",
+	"ModelImporter": {
+		"scale": 1,
+		"importAnimations": true,
+		"importMaterials": true,
+		"animInfo": [
+			{
+				"name": "Idle",
+				"startTime": 1,
+				"endTime": 49
+			},
+			{
+				"name": "Run",
+				"startTime": 108,
+				"endTime": 124
+			}
+		]
+	}
+}

+ 5 - 0
Raycast/JavaScript/Resources/Models/Textures.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "4589669abd03a8ee191af29fdb7c04b6",
+	"FolderImporter": {}
+}

BIN
Raycast/JavaScript/Resources/Models/Textures/AtomicRobot.png


+ 7 - 0
Raycast/JavaScript/Resources/Models/Textures/AtomicRobot.png.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "2c9217c510531d909c560c29d0b1f655",
+	"TextureImporter": {
+		"compressionSize": 0
+	}
+}

BIN
Raycast/JavaScript/Resources/Models/Textures/Robot_01_Diffuse.png


+ 7 - 0
Raycast/JavaScript/Resources/Models/Textures/Robot_01_Diffuse.png.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "697af94ecb957bb3aaf33a2101009981",
+	"TextureImporter": {
+		"compressionSize": 0
+	}
+}

+ 5 - 0
Raycast/JavaScript/Resources/Modules.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "8edad876b77d916bb931272431ae5784",
+	"FolderImporter": {}
+}

+ 4292 - 0
Raycast/JavaScript/Resources/Modules/gl-matrix.js

@@ -0,0 +1,4292 @@
+/**
+ * @fileoverview gl-matrix - High performance matrix and vector operations
+ * @author Brandon Jones
+ * @author Colin MacKenzie IV
+ * @version 2.2.2
+ */
+
+/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+  * Redistributions of source code must retain the above copyright notice, this
+    list of conditions and the following disclaimer.
+  * Redistributions in binary form must reproduce the above copyright notice,
+    this list of conditions and the following disclaimer in the documentation
+    and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
+
+
+(function(_global) {
+  "use strict";
+
+  var shim = {};
+  if (typeof(exports) === 'undefined') {
+    if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) {
+      shim.exports = {};
+      define(function() {
+        return shim.exports;
+      });
+    } else {
+      // gl-matrix lives in a browser, define its namespaces in global
+      shim.exports = typeof(window) !== 'undefined' ? window : _global;
+    }
+  }
+  else {
+    // gl-matrix lives in commonjs, define its namespaces in exports
+    shim.exports = exports;
+  }
+
+  (function(exports) {
+    /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+  * Redistributions of source code must retain the above copyright notice, this
+    list of conditions and the following disclaimer.
+  * Redistributions in binary form must reproduce the above copyright notice,
+    this list of conditions and the following disclaimer in the documentation
+    and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
+
+
+if(!GLMAT_EPSILON) {
+    var GLMAT_EPSILON = 0.000001;
+}
+
+if(!GLMAT_ARRAY_TYPE) {
+    var GLMAT_ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
+}
+
+if(!GLMAT_RANDOM) {
+    var GLMAT_RANDOM = Math.random;
+}
+
+/**
+ * @class Common utilities
+ * @name glMatrix
+ */
+var glMatrix = {};
+
+/**
+ * Sets the type of array used when creating new vectors and matrices
+ *
+ * @param {Type} type Array type, such as Float32Array or Array
+ */
+glMatrix.setMatrixArrayType = function(type) {
+    GLMAT_ARRAY_TYPE = type;
+}
+
+if(typeof(exports) !== 'undefined') {
+    exports.glMatrix = glMatrix;
+}
+
+var degree = Math.PI / 180;
+
+/**
+* Convert Degree To Radian
+*
+* @param {Number} Angle in Degrees
+*/
+glMatrix.toRadian = function(a){
+     return a * degree;
+}
+;
+/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+  * Redistributions of source code must retain the above copyright notice, this
+    list of conditions and the following disclaimer.
+  * Redistributions in binary form must reproduce the above copyright notice,
+    this list of conditions and the following disclaimer in the documentation
+    and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
+
+/**
+ * @class 2 Dimensional Vector
+ * @name vec2
+ */
+
+var vec2 = {};
+
+/**
+ * Creates a new, empty vec2
+ *
+ * @returns {vec2} a new 2D vector
+ */
+vec2.create = function() {
+    var out = new GLMAT_ARRAY_TYPE(2);
+    out[0] = 0;
+    out[1] = 0;
+    return out;
+};
+
+/**
+ * Creates a new vec2 initialized with values from an existing vector
+ *
+ * @param {vec2} a vector to clone
+ * @returns {vec2} a new 2D vector
+ */
+vec2.clone = function(a) {
+    var out = new GLMAT_ARRAY_TYPE(2);
+    out[0] = a[0];
+    out[1] = a[1];
+    return out;
+};
+
+/**
+ * Creates a new vec2 initialized with the given values
+ *
+ * @param {Number} x X component
+ * @param {Number} y Y component
+ * @returns {vec2} a new 2D vector
+ */
+vec2.fromValues = function(x, y) {
+    var out = new GLMAT_ARRAY_TYPE(2);
+    out[0] = x;
+    out[1] = y;
+    return out;
+};
+
+/**
+ * Copy the values from one vec2 to another
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the source vector
+ * @returns {vec2} out
+ */
+vec2.copy = function(out, a) {
+    out[0] = a[0];
+    out[1] = a[1];
+    return out;
+};
+
+/**
+ * Set the components of a vec2 to the given values
+ *
+ * @param {vec2} out the receiving vector
+ * @param {Number} x X component
+ * @param {Number} y Y component
+ * @returns {vec2} out
+ */
+vec2.set = function(out, x, y) {
+    out[0] = x;
+    out[1] = y;
+    return out;
+};
+
+/**
+ * Adds two vec2's
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the first operand
+ * @param {vec2} b the second operand
+ * @returns {vec2} out
+ */
+vec2.add = function(out, a, b) {
+    out[0] = a[0] + b[0];
+    out[1] = a[1] + b[1];
+    return out;
+};
+
+/**
+ * Subtracts vector b from vector a
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the first operand
+ * @param {vec2} b the second operand
+ * @returns {vec2} out
+ */
+vec2.subtract = function(out, a, b) {
+    out[0] = a[0] - b[0];
+    out[1] = a[1] - b[1];
+    return out;
+};
+
+/**
+ * Alias for {@link vec2.subtract}
+ * @function
+ */
+vec2.sub = vec2.subtract;
+
+/**
+ * Multiplies two vec2's
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the first operand
+ * @param {vec2} b the second operand
+ * @returns {vec2} out
+ */
+vec2.multiply = function(out, a, b) {
+    out[0] = a[0] * b[0];
+    out[1] = a[1] * b[1];
+    return out;
+};
+
+/**
+ * Alias for {@link vec2.multiply}
+ * @function
+ */
+vec2.mul = vec2.multiply;
+
+/**
+ * Divides two vec2's
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the first operand
+ * @param {vec2} b the second operand
+ * @returns {vec2} out
+ */
+vec2.divide = function(out, a, b) {
+    out[0] = a[0] / b[0];
+    out[1] = a[1] / b[1];
+    return out;
+};
+
+/**
+ * Alias for {@link vec2.divide}
+ * @function
+ */
+vec2.div = vec2.divide;
+
+/**
+ * Returns the minimum of two vec2's
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the first operand
+ * @param {vec2} b the second operand
+ * @returns {vec2} out
+ */
+vec2.min = function(out, a, b) {
+    out[0] = Math.min(a[0], b[0]);
+    out[1] = Math.min(a[1], b[1]);
+    return out;
+};
+
+/**
+ * Returns the maximum of two vec2's
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the first operand
+ * @param {vec2} b the second operand
+ * @returns {vec2} out
+ */
+vec2.max = function(out, a, b) {
+    out[0] = Math.max(a[0], b[0]);
+    out[1] = Math.max(a[1], b[1]);
+    return out;
+};
+
+/**
+ * Scales a vec2 by a scalar number
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the vector to scale
+ * @param {Number} b amount to scale the vector by
+ * @returns {vec2} out
+ */
+vec2.scale = function(out, a, b) {
+    out[0] = a[0] * b;
+    out[1] = a[1] * b;
+    return out;
+};
+
+/**
+ * Adds two vec2's after scaling the second operand by a scalar value
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the first operand
+ * @param {vec2} b the second operand
+ * @param {Number} scale the amount to scale b by before adding
+ * @returns {vec2} out
+ */
+vec2.scaleAndAdd = function(out, a, b, scale) {
+    out[0] = a[0] + (b[0] * scale);
+    out[1] = a[1] + (b[1] * scale);
+    return out;
+};
+
+/**
+ * Calculates the euclidian distance between two vec2's
+ *
+ * @param {vec2} a the first operand
+ * @param {vec2} b the second operand
+ * @returns {Number} distance between a and b
+ */
+vec2.distance = function(a, b) {
+    var x = b[0] - a[0],
+        y = b[1] - a[1];
+    return Math.sqrt(x*x + y*y);
+};
+
+/**
+ * Alias for {@link vec2.distance}
+ * @function
+ */
+vec2.dist = vec2.distance;
+
+/**
+ * Calculates the squared euclidian distance between two vec2's
+ *
+ * @param {vec2} a the first operand
+ * @param {vec2} b the second operand
+ * @returns {Number} squared distance between a and b
+ */
+vec2.squaredDistance = function(a, b) {
+    var x = b[0] - a[0],
+        y = b[1] - a[1];
+    return x*x + y*y;
+};
+
+/**
+ * Alias for {@link vec2.squaredDistance}
+ * @function
+ */
+vec2.sqrDist = vec2.squaredDistance;
+
+/**
+ * Calculates the length of a vec2
+ *
+ * @param {vec2} a vector to calculate length of
+ * @returns {Number} length of a
+ */
+vec2.length = function (a) {
+    var x = a[0],
+        y = a[1];
+    return Math.sqrt(x*x + y*y);
+};
+
+/**
+ * Alias for {@link vec2.length}
+ * @function
+ */
+vec2.len = vec2.length;
+
+/**
+ * Calculates the squared length of a vec2
+ *
+ * @param {vec2} a vector to calculate squared length of
+ * @returns {Number} squared length of a
+ */
+vec2.squaredLength = function (a) {
+    var x = a[0],
+        y = a[1];
+    return x*x + y*y;
+};
+
+/**
+ * Alias for {@link vec2.squaredLength}
+ * @function
+ */
+vec2.sqrLen = vec2.squaredLength;
+
+/**
+ * Negates the components of a vec2
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a vector to negate
+ * @returns {vec2} out
+ */
+vec2.negate = function(out, a) {
+    out[0] = -a[0];
+    out[1] = -a[1];
+    return out;
+};
+
+/**
+ * Returns the inverse of the components of a vec2
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a vector to invert
+ * @returns {vec2} out
+ */
+vec2.inverse = function(out, a) {
+  out[0] = 1.0 / a[0];
+  out[1] = 1.0 / a[1];
+  return out;
+};
+
+/**
+ * Normalize a vec2
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a vector to normalize
+ * @returns {vec2} out
+ */
+vec2.normalize = function(out, a) {
+    var x = a[0],
+        y = a[1];
+    var len = x*x + y*y;
+    if (len > 0) {
+        //TODO: evaluate use of glm_invsqrt here?
+        len = 1 / Math.sqrt(len);
+        out[0] = a[0] * len;
+        out[1] = a[1] * len;
+    }
+    return out;
+};
+
+/**
+ * Calculates the dot product of two vec2's
+ *
+ * @param {vec2} a the first operand
+ * @param {vec2} b the second operand
+ * @returns {Number} dot product of a and b
+ */
+vec2.dot = function (a, b) {
+    return a[0] * b[0] + a[1] * b[1];
+};
+
+/**
+ * Computes the cross product of two vec2's
+ * Note that the cross product must by definition produce a 3D vector
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec2} a the first operand
+ * @param {vec2} b the second operand
+ * @returns {vec3} out
+ */
+vec2.cross = function(out, a, b) {
+    var z = a[0] * b[1] - a[1] * b[0];
+    out[0] = out[1] = 0;
+    out[2] = z;
+    return out;
+};
+
+/**
+ * Performs a linear interpolation between two vec2's
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the first operand
+ * @param {vec2} b the second operand
+ * @param {Number} t interpolation amount between the two inputs
+ * @returns {vec2} out
+ */
+vec2.lerp = function (out, a, b, t) {
+    var ax = a[0],
+        ay = a[1];
+    out[0] = ax + t * (b[0] - ax);
+    out[1] = ay + t * (b[1] - ay);
+    return out;
+};
+
+/**
+ * Generates a random vector with the given scale
+ *
+ * @param {vec2} out the receiving vector
+ * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
+ * @returns {vec2} out
+ */
+vec2.random = function (out, scale) {
+    scale = scale || 1.0;
+    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
+    out[0] = Math.cos(r) * scale;
+    out[1] = Math.sin(r) * scale;
+    return out;
+};
+
+/**
+ * Transforms the vec2 with a mat2
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the vector to transform
+ * @param {mat2} m matrix to transform with
+ * @returns {vec2} out
+ */
+vec2.transformMat2 = function(out, a, m) {
+    var x = a[0],
+        y = a[1];
+    out[0] = m[0] * x + m[2] * y;
+    out[1] = m[1] * x + m[3] * y;
+    return out;
+};
+
+/**
+ * Transforms the vec2 with a mat2d
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the vector to transform
+ * @param {mat2d} m matrix to transform with
+ * @returns {vec2} out
+ */
+vec2.transformMat2d = function(out, a, m) {
+    var x = a[0],
+        y = a[1];
+    out[0] = m[0] * x + m[2] * y + m[4];
+    out[1] = m[1] * x + m[3] * y + m[5];
+    return out;
+};
+
+/**
+ * Transforms the vec2 with a mat3
+ * 3rd vector component is implicitly '1'
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the vector to transform
+ * @param {mat3} m matrix to transform with
+ * @returns {vec2} out
+ */
+vec2.transformMat3 = function(out, a, m) {
+    var x = a[0],
+        y = a[1];
+    out[0] = m[0] * x + m[3] * y + m[6];
+    out[1] = m[1] * x + m[4] * y + m[7];
+    return out;
+};
+
+/**
+ * Transforms the vec2 with a mat4
+ * 3rd vector component is implicitly '0'
+ * 4th vector component is implicitly '1'
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the vector to transform
+ * @param {mat4} m matrix to transform with
+ * @returns {vec2} out
+ */
+vec2.transformMat4 = function(out, a, m) {
+    var x = a[0],
+        y = a[1];
+    out[0] = m[0] * x + m[4] * y + m[12];
+    out[1] = m[1] * x + m[5] * y + m[13];
+    return out;
+};
+
+/**
+ * Perform some operation over an array of vec2s.
+ *
+ * @param {Array} a the array of vectors to iterate over
+ * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
+ * @param {Number} offset Number of elements to skip at the beginning of the array
+ * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
+ * @param {Function} fn Function to call for each vector in the array
+ * @param {Object} [arg] additional argument to pass to fn
+ * @returns {Array} a
+ * @function
+ */
+vec2.forEach = (function() {
+    var vec = vec2.create();
+
+    return function(a, stride, offset, count, fn, arg) {
+        var i, l;
+        if(!stride) {
+            stride = 2;
+        }
+
+        if(!offset) {
+            offset = 0;
+        }
+
+        if(count) {
+            l = Math.min((count * stride) + offset, a.length);
+        } else {
+            l = a.length;
+        }
+
+        for(i = offset; i < l; i += stride) {
+            vec[0] = a[i]; vec[1] = a[i+1];
+            fn(vec, vec, arg);
+            a[i] = vec[0]; a[i+1] = vec[1];
+        }
+
+        return a;
+    };
+})();
+
+/**
+ * Returns a string representation of a vector
+ *
+ * @param {vec2} vec vector to represent as a string
+ * @returns {String} string representation of the vector
+ */
+vec2.str = function (a) {
+    return 'vec2(' + a[0] + ', ' + a[1] + ')';
+};
+
+if(typeof(exports) !== 'undefined') {
+    exports.vec2 = vec2;
+}
+;
+/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+  * Redistributions of source code must retain the above copyright notice, this
+    list of conditions and the following disclaimer.
+  * Redistributions in binary form must reproduce the above copyright notice,
+    this list of conditions and the following disclaimer in the documentation
+    and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
+
+/**
+ * @class 3 Dimensional Vector
+ * @name vec3
+ */
+
+var vec3 = {};
+
+/**
+ * Creates a new, empty vec3
+ *
+ * @returns {vec3} a new 3D vector
+ */
+vec3.create = function() {
+    var out = new GLMAT_ARRAY_TYPE(3);
+    out[0] = 0;
+    out[1] = 0;
+    out[2] = 0;
+    return out;
+};
+
+/**
+ * Creates a new vec3 initialized with values from an existing vector
+ *
+ * @param {vec3} a vector to clone
+ * @returns {vec3} a new 3D vector
+ */
+vec3.clone = function(a) {
+    var out = new GLMAT_ARRAY_TYPE(3);
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = a[2];
+    return out;
+};
+
+/**
+ * Creates a new vec3 initialized with the given values
+ *
+ * @param {Number} x X component
+ * @param {Number} y Y component
+ * @param {Number} z Z component
+ * @returns {vec3} a new 3D vector
+ */
+vec3.fromValues = function(x, y, z) {
+    var out = new GLMAT_ARRAY_TYPE(3);
+    out[0] = x;
+    out[1] = y;
+    out[2] = z;
+    return out;
+};
+
+/**
+ * Copy the values from one vec3 to another
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the source vector
+ * @returns {vec3} out
+ */
+vec3.copy = function(out, a) {
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = a[2];
+    return out;
+};
+
+/**
+ * Set the components of a vec3 to the given values
+ *
+ * @param {vec3} out the receiving vector
+ * @param {Number} x X component
+ * @param {Number} y Y component
+ * @param {Number} z Z component
+ * @returns {vec3} out
+ */
+vec3.set = function(out, x, y, z) {
+    out[0] = x;
+    out[1] = y;
+    out[2] = z;
+    return out;
+};
+
+/**
+ * Adds two vec3's
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the first operand
+ * @param {vec3} b the second operand
+ * @returns {vec3} out
+ */
+vec3.add = function(out, a, b) {
+    out[0] = a[0] + b[0];
+    out[1] = a[1] + b[1];
+    out[2] = a[2] + b[2];
+    return out;
+};
+
+/**
+ * Subtracts vector b from vector a
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the first operand
+ * @param {vec3} b the second operand
+ * @returns {vec3} out
+ */
+vec3.subtract = function(out, a, b) {
+    out[0] = a[0] - b[0];
+    out[1] = a[1] - b[1];
+    out[2] = a[2] - b[2];
+    return out;
+};
+
+/**
+ * Alias for {@link vec3.subtract}
+ * @function
+ */
+vec3.sub = vec3.subtract;
+
+/**
+ * Multiplies two vec3's
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the first operand
+ * @param {vec3} b the second operand
+ * @returns {vec3} out
+ */
+vec3.multiply = function(out, a, b) {
+    out[0] = a[0] * b[0];
+    out[1] = a[1] * b[1];
+    out[2] = a[2] * b[2];
+    return out;
+};
+
+/**
+ * Alias for {@link vec3.multiply}
+ * @function
+ */
+vec3.mul = vec3.multiply;
+
+/**
+ * Divides two vec3's
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the first operand
+ * @param {vec3} b the second operand
+ * @returns {vec3} out
+ */
+vec3.divide = function(out, a, b) {
+    out[0] = a[0] / b[0];
+    out[1] = a[1] / b[1];
+    out[2] = a[2] / b[2];
+    return out;
+};
+
+/**
+ * Alias for {@link vec3.divide}
+ * @function
+ */
+vec3.div = vec3.divide;
+
+/**
+ * Returns the minimum of two vec3's
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the first operand
+ * @param {vec3} b the second operand
+ * @returns {vec3} out
+ */
+vec3.min = function(out, a, b) {
+    out[0] = Math.min(a[0], b[0]);
+    out[1] = Math.min(a[1], b[1]);
+    out[2] = Math.min(a[2], b[2]);
+    return out;
+};
+
+/**
+ * Returns the maximum of two vec3's
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the first operand
+ * @param {vec3} b the second operand
+ * @returns {vec3} out
+ */
+vec3.max = function(out, a, b) {
+    out[0] = Math.max(a[0], b[0]);
+    out[1] = Math.max(a[1], b[1]);
+    out[2] = Math.max(a[2], b[2]);
+    return out;
+};
+
+/**
+ * Scales a vec3 by a scalar number
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the vector to scale
+ * @param {Number} b amount to scale the vector by
+ * @returns {vec3} out
+ */
+vec3.scale = function(out, a, b) {
+    out[0] = a[0] * b;
+    out[1] = a[1] * b;
+    out[2] = a[2] * b;
+    return out;
+};
+
+/**
+ * Adds two vec3's after scaling the second operand by a scalar value
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the first operand
+ * @param {vec3} b the second operand
+ * @param {Number} scale the amount to scale b by before adding
+ * @returns {vec3} out
+ */
+vec3.scaleAndAdd = function(out, a, b, scale) {
+    out[0] = a[0] + (b[0] * scale);
+    out[1] = a[1] + (b[1] * scale);
+    out[2] = a[2] + (b[2] * scale);
+    return out;
+};
+
+/**
+ * Calculates the euclidian distance between two vec3's
+ *
+ * @param {vec3} a the first operand
+ * @param {vec3} b the second operand
+ * @returns {Number} distance between a and b
+ */
+vec3.distance = function(a, b) {
+    var x = b[0] - a[0],
+        y = b[1] - a[1],
+        z = b[2] - a[2];
+    return Math.sqrt(x*x + y*y + z*z);
+};
+
+/**
+ * Alias for {@link vec3.distance}
+ * @function
+ */
+vec3.dist = vec3.distance;
+
+/**
+ * Calculates the squared euclidian distance between two vec3's
+ *
+ * @param {vec3} a the first operand
+ * @param {vec3} b the second operand
+ * @returns {Number} squared distance between a and b
+ */
+vec3.squaredDistance = function(a, b) {
+    var x = b[0] - a[0],
+        y = b[1] - a[1],
+        z = b[2] - a[2];
+    return x*x + y*y + z*z;
+};
+
+/**
+ * Alias for {@link vec3.squaredDistance}
+ * @function
+ */
+vec3.sqrDist = vec3.squaredDistance;
+
+/**
+ * Calculates the length of a vec3
+ *
+ * @param {vec3} a vector to calculate length of
+ * @returns {Number} length of a
+ */
+vec3.length = function (a) {
+    var x = a[0],
+        y = a[1],
+        z = a[2];
+    return Math.sqrt(x*x + y*y + z*z);
+};
+
+/**
+ * Alias for {@link vec3.length}
+ * @function
+ */
+vec3.len = vec3.length;
+
+/**
+ * Calculates the squared length of a vec3
+ *
+ * @param {vec3} a vector to calculate squared length of
+ * @returns {Number} squared length of a
+ */
+vec3.squaredLength = function (a) {
+    var x = a[0],
+        y = a[1],
+        z = a[2];
+    return x*x + y*y + z*z;
+};
+
+/**
+ * Alias for {@link vec3.squaredLength}
+ * @function
+ */
+vec3.sqrLen = vec3.squaredLength;
+
+/**
+ * Negates the components of a vec3
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a vector to negate
+ * @returns {vec3} out
+ */
+vec3.negate = function(out, a) {
+    out[0] = -a[0];
+    out[1] = -a[1];
+    out[2] = -a[2];
+    return out;
+};
+
+/**
+ * Returns the inverse of the components of a vec3
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a vector to invert
+ * @returns {vec3} out
+ */
+vec3.inverse = function(out, a) {
+  out[0] = 1.0 / a[0];
+  out[1] = 1.0 / a[1];
+  out[2] = 1.0 / a[2];
+  return out;
+};
+
+/**
+ * Normalize a vec3
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a vector to normalize
+ * @returns {vec3} out
+ */
+vec3.normalize = function(out, a) {
+    var x = a[0],
+        y = a[1],
+        z = a[2];
+    var len = x*x + y*y + z*z;
+    if (len > 0) {
+        //TODO: evaluate use of glm_invsqrt here?
+        len = 1 / Math.sqrt(len);
+        out[0] = a[0] * len;
+        out[1] = a[1] * len;
+        out[2] = a[2] * len;
+    }
+    return out;
+};
+
+/**
+ * Calculates the dot product of two vec3's
+ *
+ * @param {vec3} a the first operand
+ * @param {vec3} b the second operand
+ * @returns {Number} dot product of a and b
+ */
+vec3.dot = function (a, b) {
+    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
+};
+
+/**
+ * Computes the cross product of two vec3's
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the first operand
+ * @param {vec3} b the second operand
+ * @returns {vec3} out
+ */
+vec3.cross = function(out, a, b) {
+    var ax = a[0], ay = a[1], az = a[2],
+        bx = b[0], by = b[1], bz = b[2];
+
+    out[0] = ay * bz - az * by;
+    out[1] = az * bx - ax * bz;
+    out[2] = ax * by - ay * bx;
+    return out;
+};
+
+/**
+ * Performs a linear interpolation between two vec3's
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the first operand
+ * @param {vec3} b the second operand
+ * @param {Number} t interpolation amount between the two inputs
+ * @returns {vec3} out
+ */
+vec3.lerp = function (out, a, b, t) {
+    var ax = a[0],
+        ay = a[1],
+        az = a[2];
+    out[0] = ax + t * (b[0] - ax);
+    out[1] = ay + t * (b[1] - ay);
+    out[2] = az + t * (b[2] - az);
+    return out;
+};
+
+/**
+ * Generates a random vector with the given scale
+ *
+ * @param {vec3} out the receiving vector
+ * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
+ * @returns {vec3} out
+ */
+vec3.random = function (out, scale) {
+    scale = scale || 1.0;
+
+    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
+    var z = (GLMAT_RANDOM() * 2.0) - 1.0;
+    var zScale = Math.sqrt(1.0-z*z) * scale;
+
+    out[0] = Math.cos(r) * zScale;
+    out[1] = Math.sin(r) * zScale;
+    out[2] = z * scale;
+    return out;
+};
+
+/**
+ * Transforms the vec3 with a mat4.
+ * 4th vector component is implicitly '1'
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the vector to transform
+ * @param {mat4} m matrix to transform with
+ * @returns {vec3} out
+ */
+vec3.transformMat4 = function(out, a, m) {
+    var x = a[0], y = a[1], z = a[2],
+        w = m[3] * x + m[7] * y + m[11] * z + m[15];
+    w = w || 1.0;
+    out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
+    out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
+    out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
+    return out;
+};
+
+/**
+ * Transforms the vec3 with a mat3.
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the vector to transform
+ * @param {mat4} m the 3x3 matrix to transform with
+ * @returns {vec3} out
+ */
+vec3.transformMat3 = function(out, a, m) {
+    var x = a[0], y = a[1], z = a[2];
+    out[0] = x * m[0] + y * m[3] + z * m[6];
+    out[1] = x * m[1] + y * m[4] + z * m[7];
+    out[2] = x * m[2] + y * m[5] + z * m[8];
+    return out;
+};
+
+/**
+ * Transforms the vec3 with a quat
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a the vector to transform
+ * @param {quat} q quaternion to transform with
+ * @returns {vec3} out
+ */
+vec3.transformQuat = function(out, a, q) {
+    // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
+
+    var x = a[0], y = a[1], z = a[2],
+        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
+
+        // calculate quat * vec
+        ix = qw * x + qy * z - qz * y,
+        iy = qw * y + qz * x - qx * z,
+        iz = qw * z + qx * y - qy * x,
+        iw = -qx * x - qy * y - qz * z;
+
+    // calculate result * inverse quat
+    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
+    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
+    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
+    return out;
+};
+
+/**
+ * Rotate a 3D vector around the x-axis
+ * @param {vec3} out The receiving vec3
+ * @param {vec3} a The vec3 point to rotate
+ * @param {vec3} b The origin of the rotation
+ * @param {Number} c The angle of rotation
+ * @returns {vec3} out
+ */
+vec3.rotateX = function(out, a, b, c){
+   var p = [], r=[];
+	  //Translate point to the origin
+	  p[0] = a[0] - b[0];
+	  p[1] = a[1] - b[1];
+  	p[2] = a[2] - b[2];
+
+	  //perform rotation
+	  r[0] = p[0];
+	  r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c);
+	  r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c);
+
+	  //translate to correct position
+	  out[0] = r[0] + b[0];
+	  out[1] = r[1] + b[1];
+	  out[2] = r[2] + b[2];
+
+  	return out;
+};
+
+/**
+ * Rotate a 3D vector around the y-axis
+ * @param {vec3} out The receiving vec3
+ * @param {vec3} a The vec3 point to rotate
+ * @param {vec3} b The origin of the rotation
+ * @param {Number} c The angle of rotation
+ * @returns {vec3} out
+ */
+vec3.rotateY = function(out, a, b, c){
+  	var p = [], r=[];
+  	//Translate point to the origin
+  	p[0] = a[0] - b[0];
+  	p[1] = a[1] - b[1];
+  	p[2] = a[2] - b[2];
+
+  	//perform rotation
+  	r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c);
+  	r[1] = p[1];
+  	r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c);
+
+  	//translate to correct position
+  	out[0] = r[0] + b[0];
+  	out[1] = r[1] + b[1];
+  	out[2] = r[2] + b[2];
+
+  	return out;
+};
+
+/**
+ * Rotate a 3D vector around the z-axis
+ * @param {vec3} out The receiving vec3
+ * @param {vec3} a The vec3 point to rotate
+ * @param {vec3} b The origin of the rotation
+ * @param {Number} c The angle of rotation
+ * @returns {vec3} out
+ */
+vec3.rotateZ = function(out, a, b, c){
+  	var p = [], r=[];
+  	//Translate point to the origin
+  	p[0] = a[0] - b[0];
+  	p[1] = a[1] - b[1];
+  	p[2] = a[2] - b[2];
+
+  	//perform rotation
+  	r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c);
+  	r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c);
+  	r[2] = p[2];
+
+  	//translate to correct position
+  	out[0] = r[0] + b[0];
+  	out[1] = r[1] + b[1];
+  	out[2] = r[2] + b[2];
+
+  	return out;
+};
+
+/**
+ * Perform some operation over an array of vec3s.
+ *
+ * @param {Array} a the array of vectors to iterate over
+ * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
+ * @param {Number} offset Number of elements to skip at the beginning of the array
+ * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
+ * @param {Function} fn Function to call for each vector in the array
+ * @param {Object} [arg] additional argument to pass to fn
+ * @returns {Array} a
+ * @function
+ */
+vec3.forEach = (function() {
+    var vec = vec3.create();
+
+    return function(a, stride, offset, count, fn, arg) {
+        var i, l;
+        if(!stride) {
+            stride = 3;
+        }
+
+        if(!offset) {
+            offset = 0;
+        }
+
+        if(count) {
+            l = Math.min((count * stride) + offset, a.length);
+        } else {
+            l = a.length;
+        }
+
+        for(i = offset; i < l; i += stride) {
+            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
+            fn(vec, vec, arg);
+            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
+        }
+
+        return a;
+    };
+})();
+
+/**
+ * Returns a string representation of a vector
+ *
+ * @param {vec3} vec vector to represent as a string
+ * @returns {String} string representation of the vector
+ */
+vec3.str = function (a) {
+    return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
+};
+
+if(typeof(exports) !== 'undefined') {
+    exports.vec3 = vec3;
+}
+;
+/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+  * Redistributions of source code must retain the above copyright notice, this
+    list of conditions and the following disclaimer.
+  * Redistributions in binary form must reproduce the above copyright notice,
+    this list of conditions and the following disclaimer in the documentation
+    and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
+
+/**
+ * @class 4 Dimensional Vector
+ * @name vec4
+ */
+
+var vec4 = {};
+
+/**
+ * Creates a new, empty vec4
+ *
+ * @returns {vec4} a new 4D vector
+ */
+vec4.create = function() {
+    var out = new GLMAT_ARRAY_TYPE(4);
+    out[0] = 0;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 0;
+    return out;
+};
+
+/**
+ * Creates a new vec4 initialized with values from an existing vector
+ *
+ * @param {vec4} a vector to clone
+ * @returns {vec4} a new 4D vector
+ */
+vec4.clone = function(a) {
+    var out = new GLMAT_ARRAY_TYPE(4);
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = a[2];
+    out[3] = a[3];
+    return out;
+};
+
+/**
+ * Creates a new vec4 initialized with the given values
+ *
+ * @param {Number} x X component
+ * @param {Number} y Y component
+ * @param {Number} z Z component
+ * @param {Number} w W component
+ * @returns {vec4} a new 4D vector
+ */
+vec4.fromValues = function(x, y, z, w) {
+    var out = new GLMAT_ARRAY_TYPE(4);
+    out[0] = x;
+    out[1] = y;
+    out[2] = z;
+    out[3] = w;
+    return out;
+};
+
+/**
+ * Copy the values from one vec4 to another
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a the source vector
+ * @returns {vec4} out
+ */
+vec4.copy = function(out, a) {
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = a[2];
+    out[3] = a[3];
+    return out;
+};
+
+/**
+ * Set the components of a vec4 to the given values
+ *
+ * @param {vec4} out the receiving vector
+ * @param {Number} x X component
+ * @param {Number} y Y component
+ * @param {Number} z Z component
+ * @param {Number} w W component
+ * @returns {vec4} out
+ */
+vec4.set = function(out, x, y, z, w) {
+    out[0] = x;
+    out[1] = y;
+    out[2] = z;
+    out[3] = w;
+    return out;
+};
+
+/**
+ * Adds two vec4's
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a the first operand
+ * @param {vec4} b the second operand
+ * @returns {vec4} out
+ */
+vec4.add = function(out, a, b) {
+    out[0] = a[0] + b[0];
+    out[1] = a[1] + b[1];
+    out[2] = a[2] + b[2];
+    out[3] = a[3] + b[3];
+    return out;
+};
+
+/**
+ * Subtracts vector b from vector a
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a the first operand
+ * @param {vec4} b the second operand
+ * @returns {vec4} out
+ */
+vec4.subtract = function(out, a, b) {
+    out[0] = a[0] - b[0];
+    out[1] = a[1] - b[1];
+    out[2] = a[2] - b[2];
+    out[3] = a[3] - b[3];
+    return out;
+};
+
+/**
+ * Alias for {@link vec4.subtract}
+ * @function
+ */
+vec4.sub = vec4.subtract;
+
+/**
+ * Multiplies two vec4's
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a the first operand
+ * @param {vec4} b the second operand
+ * @returns {vec4} out
+ */
+vec4.multiply = function(out, a, b) {
+    out[0] = a[0] * b[0];
+    out[1] = a[1] * b[1];
+    out[2] = a[2] * b[2];
+    out[3] = a[3] * b[3];
+    return out;
+};
+
+/**
+ * Alias for {@link vec4.multiply}
+ * @function
+ */
+vec4.mul = vec4.multiply;
+
+/**
+ * Divides two vec4's
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a the first operand
+ * @param {vec4} b the second operand
+ * @returns {vec4} out
+ */
+vec4.divide = function(out, a, b) {
+    out[0] = a[0] / b[0];
+    out[1] = a[1] / b[1];
+    out[2] = a[2] / b[2];
+    out[3] = a[3] / b[3];
+    return out;
+};
+
+/**
+ * Alias for {@link vec4.divide}
+ * @function
+ */
+vec4.div = vec4.divide;
+
+/**
+ * Returns the minimum of two vec4's
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a the first operand
+ * @param {vec4} b the second operand
+ * @returns {vec4} out
+ */
+vec4.min = function(out, a, b) {
+    out[0] = Math.min(a[0], b[0]);
+    out[1] = Math.min(a[1], b[1]);
+    out[2] = Math.min(a[2], b[2]);
+    out[3] = Math.min(a[3], b[3]);
+    return out;
+};
+
+/**
+ * Returns the maximum of two vec4's
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a the first operand
+ * @param {vec4} b the second operand
+ * @returns {vec4} out
+ */
+vec4.max = function(out, a, b) {
+    out[0] = Math.max(a[0], b[0]);
+    out[1] = Math.max(a[1], b[1]);
+    out[2] = Math.max(a[2], b[2]);
+    out[3] = Math.max(a[3], b[3]);
+    return out;
+};
+
+/**
+ * Scales a vec4 by a scalar number
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a the vector to scale
+ * @param {Number} b amount to scale the vector by
+ * @returns {vec4} out
+ */
+vec4.scale = function(out, a, b) {
+    out[0] = a[0] * b;
+    out[1] = a[1] * b;
+    out[2] = a[2] * b;
+    out[3] = a[3] * b;
+    return out;
+};
+
+/**
+ * Adds two vec4's after scaling the second operand by a scalar value
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a the first operand
+ * @param {vec4} b the second operand
+ * @param {Number} scale the amount to scale b by before adding
+ * @returns {vec4} out
+ */
+vec4.scaleAndAdd = function(out, a, b, scale) {
+    out[0] = a[0] + (b[0] * scale);
+    out[1] = a[1] + (b[1] * scale);
+    out[2] = a[2] + (b[2] * scale);
+    out[3] = a[3] + (b[3] * scale);
+    return out;
+};
+
+/**
+ * Calculates the euclidian distance between two vec4's
+ *
+ * @param {vec4} a the first operand
+ * @param {vec4} b the second operand
+ * @returns {Number} distance between a and b
+ */
+vec4.distance = function(a, b) {
+    var x = b[0] - a[0],
+        y = b[1] - a[1],
+        z = b[2] - a[2],
+        w = b[3] - a[3];
+    return Math.sqrt(x*x + y*y + z*z + w*w);
+};
+
+/**
+ * Alias for {@link vec4.distance}
+ * @function
+ */
+vec4.dist = vec4.distance;
+
+/**
+ * Calculates the squared euclidian distance between two vec4's
+ *
+ * @param {vec4} a the first operand
+ * @param {vec4} b the second operand
+ * @returns {Number} squared distance between a and b
+ */
+vec4.squaredDistance = function(a, b) {
+    var x = b[0] - a[0],
+        y = b[1] - a[1],
+        z = b[2] - a[2],
+        w = b[3] - a[3];
+    return x*x + y*y + z*z + w*w;
+};
+
+/**
+ * Alias for {@link vec4.squaredDistance}
+ * @function
+ */
+vec4.sqrDist = vec4.squaredDistance;
+
+/**
+ * Calculates the length of a vec4
+ *
+ * @param {vec4} a vector to calculate length of
+ * @returns {Number} length of a
+ */
+vec4.length = function (a) {
+    var x = a[0],
+        y = a[1],
+        z = a[2],
+        w = a[3];
+    return Math.sqrt(x*x + y*y + z*z + w*w);
+};
+
+/**
+ * Alias for {@link vec4.length}
+ * @function
+ */
+vec4.len = vec4.length;
+
+/**
+ * Calculates the squared length of a vec4
+ *
+ * @param {vec4} a vector to calculate squared length of
+ * @returns {Number} squared length of a
+ */
+vec4.squaredLength = function (a) {
+    var x = a[0],
+        y = a[1],
+        z = a[2],
+        w = a[3];
+    return x*x + y*y + z*z + w*w;
+};
+
+/**
+ * Alias for {@link vec4.squaredLength}
+ * @function
+ */
+vec4.sqrLen = vec4.squaredLength;
+
+/**
+ * Negates the components of a vec4
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a vector to negate
+ * @returns {vec4} out
+ */
+vec4.negate = function(out, a) {
+    out[0] = -a[0];
+    out[1] = -a[1];
+    out[2] = -a[2];
+    out[3] = -a[3];
+    return out;
+};
+
+/**
+ * Returns the inverse of the components of a vec4
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a vector to invert
+ * @returns {vec4} out
+ */
+vec4.inverse = function(out, a) {
+  out[0] = 1.0 / a[0];
+  out[1] = 1.0 / a[1];
+  out[2] = 1.0 / a[2];
+  out[3] = 1.0 / a[3];
+  return out;
+};
+
+/**
+ * Normalize a vec4
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a vector to normalize
+ * @returns {vec4} out
+ */
+vec4.normalize = function(out, a) {
+    var x = a[0],
+        y = a[1],
+        z = a[2],
+        w = a[3];
+    var len = x*x + y*y + z*z + w*w;
+    if (len > 0) {
+        len = 1 / Math.sqrt(len);
+        out[0] = a[0] * len;
+        out[1] = a[1] * len;
+        out[2] = a[2] * len;
+        out[3] = a[3] * len;
+    }
+    return out;
+};
+
+/**
+ * Calculates the dot product of two vec4's
+ *
+ * @param {vec4} a the first operand
+ * @param {vec4} b the second operand
+ * @returns {Number} dot product of a and b
+ */
+vec4.dot = function (a, b) {
+    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
+};
+
+/**
+ * Performs a linear interpolation between two vec4's
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a the first operand
+ * @param {vec4} b the second operand
+ * @param {Number} t interpolation amount between the two inputs
+ * @returns {vec4} out
+ */
+vec4.lerp = function (out, a, b, t) {
+    var ax = a[0],
+        ay = a[1],
+        az = a[2],
+        aw = a[3];
+    out[0] = ax + t * (b[0] - ax);
+    out[1] = ay + t * (b[1] - ay);
+    out[2] = az + t * (b[2] - az);
+    out[3] = aw + t * (b[3] - aw);
+    return out;
+};
+
+/**
+ * Generates a random vector with the given scale
+ *
+ * @param {vec4} out the receiving vector
+ * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
+ * @returns {vec4} out
+ */
+vec4.random = function (out, scale) {
+    scale = scale || 1.0;
+
+    //TODO: This is a pretty awful way of doing this. Find something better.
+    out[0] = GLMAT_RANDOM();
+    out[1] = GLMAT_RANDOM();
+    out[2] = GLMAT_RANDOM();
+    out[3] = GLMAT_RANDOM();
+    vec4.normalize(out, out);
+    vec4.scale(out, out, scale);
+    return out;
+};
+
+/**
+ * Transforms the vec4 with a mat4.
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a the vector to transform
+ * @param {mat4} m matrix to transform with
+ * @returns {vec4} out
+ */
+vec4.transformMat4 = function(out, a, m) {
+    var x = a[0], y = a[1], z = a[2], w = a[3];
+    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
+    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
+    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
+    out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
+    return out;
+};
+
+/**
+ * Transforms the vec4 with a quat
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a the vector to transform
+ * @param {quat} q quaternion to transform with
+ * @returns {vec4} out
+ */
+vec4.transformQuat = function(out, a, q) {
+    var x = a[0], y = a[1], z = a[2],
+        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
+
+        // calculate quat * vec
+        ix = qw * x + qy * z - qz * y,
+        iy = qw * y + qz * x - qx * z,
+        iz = qw * z + qx * y - qy * x,
+        iw = -qx * x - qy * y - qz * z;
+
+    // calculate result * inverse quat
+    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
+    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
+    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
+    return out;
+};
+
+/**
+ * Perform some operation over an array of vec4s.
+ *
+ * @param {Array} a the array of vectors to iterate over
+ * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
+ * @param {Number} offset Number of elements to skip at the beginning of the array
+ * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array
+ * @param {Function} fn Function to call for each vector in the array
+ * @param {Object} [arg] additional argument to pass to fn
+ * @returns {Array} a
+ * @function
+ */
+vec4.forEach = (function() {
+    var vec = vec4.create();
+
+    return function(a, stride, offset, count, fn, arg) {
+        var i, l;
+        if(!stride) {
+            stride = 4;
+        }
+
+        if(!offset) {
+            offset = 0;
+        }
+
+        if(count) {
+            l = Math.min((count * stride) + offset, a.length);
+        } else {
+            l = a.length;
+        }
+
+        for(i = offset; i < l; i += stride) {
+            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3];
+            fn(vec, vec, arg);
+            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3];
+        }
+
+        return a;
+    };
+})();
+
+/**
+ * Returns a string representation of a vector
+ *
+ * @param {vec4} vec vector to represent as a string
+ * @returns {String} string representation of the vector
+ */
+vec4.str = function (a) {
+    return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
+};
+
+if(typeof(exports) !== 'undefined') {
+    exports.vec4 = vec4;
+}
+;
+/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+  * Redistributions of source code must retain the above copyright notice, this
+    list of conditions and the following disclaimer.
+  * Redistributions in binary form must reproduce the above copyright notice,
+    this list of conditions and the following disclaimer in the documentation
+    and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
+
+/**
+ * @class 2x2 Matrix
+ * @name mat2
+ */
+
+var mat2 = {};
+
+/**
+ * Creates a new identity mat2
+ *
+ * @returns {mat2} a new 2x2 matrix
+ */
+mat2.create = function() {
+    var out = new GLMAT_ARRAY_TYPE(4);
+    out[0] = 1;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 1;
+    return out;
+};
+
+/**
+ * Creates a new mat2 initialized with values from an existing matrix
+ *
+ * @param {mat2} a matrix to clone
+ * @returns {mat2} a new 2x2 matrix
+ */
+mat2.clone = function(a) {
+    var out = new GLMAT_ARRAY_TYPE(4);
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = a[2];
+    out[3] = a[3];
+    return out;
+};
+
+/**
+ * Copy the values from one mat2 to another
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {mat2} a the source matrix
+ * @returns {mat2} out
+ */
+mat2.copy = function(out, a) {
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = a[2];
+    out[3] = a[3];
+    return out;
+};
+
+/**
+ * Set a mat2 to the identity matrix
+ *
+ * @param {mat2} out the receiving matrix
+ * @returns {mat2} out
+ */
+mat2.identity = function(out) {
+    out[0] = 1;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 1;
+    return out;
+};
+
+/**
+ * Transpose the values of a mat2
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {mat2} a the source matrix
+ * @returns {mat2} out
+ */
+mat2.transpose = function(out, a) {
+    // If we are transposing ourselves we can skip a few steps but have to cache some values
+    if (out === a) {
+        var a1 = a[1];
+        out[1] = a[2];
+        out[2] = a1;
+    } else {
+        out[0] = a[0];
+        out[1] = a[2];
+        out[2] = a[1];
+        out[3] = a[3];
+    }
+
+    return out;
+};
+
+/**
+ * Inverts a mat2
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {mat2} a the source matrix
+ * @returns {mat2} out
+ */
+mat2.invert = function(out, a) {
+    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
+
+        // Calculate the determinant
+        det = a0 * a3 - a2 * a1;
+
+    if (!det) {
+        return null;
+    }
+    det = 1.0 / det;
+
+    out[0] =  a3 * det;
+    out[1] = -a1 * det;
+    out[2] = -a2 * det;
+    out[3] =  a0 * det;
+
+    return out;
+};
+
+/**
+ * Calculates the adjugate of a mat2
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {mat2} a the source matrix
+ * @returns {mat2} out
+ */
+mat2.adjoint = function(out, a) {
+    // Caching this value is nessecary if out == a
+    var a0 = a[0];
+    out[0] =  a[3];
+    out[1] = -a[1];
+    out[2] = -a[2];
+    out[3] =  a0;
+
+    return out;
+};
+
+/**
+ * Calculates the determinant of a mat2
+ *
+ * @param {mat2} a the source matrix
+ * @returns {Number} determinant of a
+ */
+mat2.determinant = function (a) {
+    return a[0] * a[3] - a[2] * a[1];
+};
+
+/**
+ * Multiplies two mat2's
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {mat2} a the first operand
+ * @param {mat2} b the second operand
+ * @returns {mat2} out
+ */
+mat2.multiply = function (out, a, b) {
+    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
+    var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
+    out[0] = a0 * b0 + a2 * b1;
+    out[1] = a1 * b0 + a3 * b1;
+    out[2] = a0 * b2 + a2 * b3;
+    out[3] = a1 * b2 + a3 * b3;
+    return out;
+};
+
+/**
+ * Alias for {@link mat2.multiply}
+ * @function
+ */
+mat2.mul = mat2.multiply;
+
+/**
+ * Rotates a mat2 by the given angle
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {mat2} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @returns {mat2} out
+ */
+mat2.rotate = function (out, a, rad) {
+    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
+        s = Math.sin(rad),
+        c = Math.cos(rad);
+    out[0] = a0 *  c + a2 * s;
+    out[1] = a1 *  c + a3 * s;
+    out[2] = a0 * -s + a2 * c;
+    out[3] = a1 * -s + a3 * c;
+    return out;
+};
+
+/**
+ * Scales the mat2 by the dimensions in the given vec2
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {mat2} a the matrix to rotate
+ * @param {vec2} v the vec2 to scale the matrix by
+ * @returns {mat2} out
+ **/
+mat2.scale = function(out, a, v) {
+    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
+        v0 = v[0], v1 = v[1];
+    out[0] = a0 * v0;
+    out[1] = a1 * v0;
+    out[2] = a2 * v1;
+    out[3] = a3 * v1;
+    return out;
+};
+
+/**
+ * Returns a string representation of a mat2
+ *
+ * @param {mat2} mat matrix to represent as a string
+ * @returns {String} string representation of the matrix
+ */
+mat2.str = function (a) {
+    return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
+};
+
+/**
+ * Returns Frobenius norm of a mat2
+ *
+ * @param {mat2} a the matrix to calculate Frobenius norm of
+ * @returns {Number} Frobenius norm
+ */
+mat2.frob = function (a) {
+    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2)))
+};
+
+/**
+ * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix
+ * @param {mat2} L the lower triangular matrix
+ * @param {mat2} D the diagonal matrix
+ * @param {mat2} U the upper triangular matrix
+ * @param {mat2} a the input matrix to factorize
+ */
+
+mat2.LDU = function (L, D, U, a) {
+    L[2] = a[2]/a[0];
+    U[0] = a[0];
+    U[1] = a[1];
+    U[3] = a[3] - L[2] * U[1];
+    return [L, D, U];
+};
+
+if(typeof(exports) !== 'undefined') {
+    exports.mat2 = mat2;
+}
+;
+/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+  * Redistributions of source code must retain the above copyright notice, this
+    list of conditions and the following disclaimer.
+  * Redistributions in binary form must reproduce the above copyright notice,
+    this list of conditions and the following disclaimer in the documentation
+    and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
+
+/**
+ * @class 2x3 Matrix
+ * @name mat2d
+ *
+ * @description
+ * A mat2d contains six elements defined as:
+ * <pre>
+ * [a, c, tx,
+ *  b, d, ty]
+ * </pre>
+ * This is a short form for the 3x3 matrix:
+ * <pre>
+ * [a, c, tx,
+ *  b, d, ty,
+ *  0, 0, 1]
+ * </pre>
+ * The last row is ignored so the array is shorter and operations are faster.
+ */
+
+var mat2d = {};
+
+/**
+ * Creates a new identity mat2d
+ *
+ * @returns {mat2d} a new 2x3 matrix
+ */
+mat2d.create = function() {
+    var out = new GLMAT_ARRAY_TYPE(6);
+    out[0] = 1;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 1;
+    out[4] = 0;
+    out[5] = 0;
+    return out;
+};
+
+/**
+ * Creates a new mat2d initialized with values from an existing matrix
+ *
+ * @param {mat2d} a matrix to clone
+ * @returns {mat2d} a new 2x3 matrix
+ */
+mat2d.clone = function(a) {
+    var out = new GLMAT_ARRAY_TYPE(6);
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = a[2];
+    out[3] = a[3];
+    out[4] = a[4];
+    out[5] = a[5];
+    return out;
+};
+
+/**
+ * Copy the values from one mat2d to another
+ *
+ * @param {mat2d} out the receiving matrix
+ * @param {mat2d} a the source matrix
+ * @returns {mat2d} out
+ */
+mat2d.copy = function(out, a) {
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = a[2];
+    out[3] = a[3];
+    out[4] = a[4];
+    out[5] = a[5];
+    return out;
+};
+
+/**
+ * Set a mat2d to the identity matrix
+ *
+ * @param {mat2d} out the receiving matrix
+ * @returns {mat2d} out
+ */
+mat2d.identity = function(out) {
+    out[0] = 1;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 1;
+    out[4] = 0;
+    out[5] = 0;
+    return out;
+};
+
+/**
+ * Inverts a mat2d
+ *
+ * @param {mat2d} out the receiving matrix
+ * @param {mat2d} a the source matrix
+ * @returns {mat2d} out
+ */
+mat2d.invert = function(out, a) {
+    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
+        atx = a[4], aty = a[5];
+
+    var det = aa * ad - ab * ac;
+    if(!det){
+        return null;
+    }
+    det = 1.0 / det;
+
+    out[0] = ad * det;
+    out[1] = -ab * det;
+    out[2] = -ac * det;
+    out[3] = aa * det;
+    out[4] = (ac * aty - ad * atx) * det;
+    out[5] = (ab * atx - aa * aty) * det;
+    return out;
+};
+
+/**
+ * Calculates the determinant of a mat2d
+ *
+ * @param {mat2d} a the source matrix
+ * @returns {Number} determinant of a
+ */
+mat2d.determinant = function (a) {
+    return a[0] * a[3] - a[1] * a[2];
+};
+
+/**
+ * Multiplies two mat2d's
+ *
+ * @param {mat2d} out the receiving matrix
+ * @param {mat2d} a the first operand
+ * @param {mat2d} b the second operand
+ * @returns {mat2d} out
+ */
+mat2d.multiply = function (out, a, b) {
+    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
+        b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5];
+    out[0] = a0 * b0 + a2 * b1;
+    out[1] = a1 * b0 + a3 * b1;
+    out[2] = a0 * b2 + a2 * b3;
+    out[3] = a1 * b2 + a3 * b3;
+    out[4] = a0 * b4 + a2 * b5 + a4;
+    out[5] = a1 * b4 + a3 * b5 + a5;
+    return out;
+};
+
+/**
+ * Alias for {@link mat2d.multiply}
+ * @function
+ */
+mat2d.mul = mat2d.multiply;
+
+
+/**
+ * Rotates a mat2d by the given angle
+ *
+ * @param {mat2d} out the receiving matrix
+ * @param {mat2d} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @returns {mat2d} out
+ */
+mat2d.rotate = function (out, a, rad) {
+    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
+        s = Math.sin(rad),
+        c = Math.cos(rad);
+    out[0] = a0 *  c + a2 * s;
+    out[1] = a1 *  c + a3 * s;
+    out[2] = a0 * -s + a2 * c;
+    out[3] = a1 * -s + a3 * c;
+    out[4] = a4;
+    out[5] = a5;
+    return out;
+};
+
+/**
+ * Scales the mat2d by the dimensions in the given vec2
+ *
+ * @param {mat2d} out the receiving matrix
+ * @param {mat2d} a the matrix to translate
+ * @param {vec2} v the vec2 to scale the matrix by
+ * @returns {mat2d} out
+ **/
+mat2d.scale = function(out, a, v) {
+    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
+        v0 = v[0], v1 = v[1];
+    out[0] = a0 * v0;
+    out[1] = a1 * v0;
+    out[2] = a2 * v1;
+    out[3] = a3 * v1;
+    out[4] = a4;
+    out[5] = a5;
+    return out;
+};
+
+/**
+ * Translates the mat2d by the dimensions in the given vec2
+ *
+ * @param {mat2d} out the receiving matrix
+ * @param {mat2d} a the matrix to translate
+ * @param {vec2} v the vec2 to translate the matrix by
+ * @returns {mat2d} out
+ **/
+mat2d.translate = function(out, a, v) {
+    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
+        v0 = v[0], v1 = v[1];
+    out[0] = a0;
+    out[1] = a1;
+    out[2] = a2;
+    out[3] = a3;
+    out[4] = a0 * v0 + a2 * v1 + a4;
+    out[5] = a1 * v0 + a3 * v1 + a5;
+    return out;
+};
+
+/**
+ * Returns a string representation of a mat2d
+ *
+ * @param {mat2d} a matrix to represent as a string
+ * @returns {String} string representation of the matrix
+ */
+mat2d.str = function (a) {
+    return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
+                    a[3] + ', ' + a[4] + ', ' + a[5] + ')';
+};
+
+/**
+ * Returns Frobenius norm of a mat2d
+ *
+ * @param {mat2d} a the matrix to calculate Frobenius norm of
+ * @returns {Number} Frobenius norm
+ */
+mat2d.frob = function (a) {
+    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 1))
+};
+
+if(typeof(exports) !== 'undefined') {
+    exports.mat2d = mat2d;
+}
+;
+/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+  * Redistributions of source code must retain the above copyright notice, this
+    list of conditions and the following disclaimer.
+  * Redistributions in binary form must reproduce the above copyright notice,
+    this list of conditions and the following disclaimer in the documentation
+    and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
+
+/**
+ * @class 3x3 Matrix
+ * @name mat3
+ */
+
+var mat3 = {};
+
+/**
+ * Creates a new identity mat3
+ *
+ * @returns {mat3} a new 3x3 matrix
+ */
+mat3.create = function() {
+    var out = new GLMAT_ARRAY_TYPE(9);
+    out[0] = 1;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 0;
+    out[4] = 1;
+    out[5] = 0;
+    out[6] = 0;
+    out[7] = 0;
+    out[8] = 1;
+    return out;
+};
+
+/**
+ * Copies the upper-left 3x3 values into the given mat3.
+ *
+ * @param {mat3} out the receiving 3x3 matrix
+ * @param {mat4} a   the source 4x4 matrix
+ * @returns {mat3} out
+ */
+mat3.fromMat4 = function(out, a) {
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = a[2];
+    out[3] = a[4];
+    out[4] = a[5];
+    out[5] = a[6];
+    out[6] = a[8];
+    out[7] = a[9];
+    out[8] = a[10];
+    return out;
+};
+
+/**
+ * Creates a new mat3 initialized with values from an existing matrix
+ *
+ * @param {mat3} a matrix to clone
+ * @returns {mat3} a new 3x3 matrix
+ */
+mat3.clone = function(a) {
+    var out = new GLMAT_ARRAY_TYPE(9);
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = a[2];
+    out[3] = a[3];
+    out[4] = a[4];
+    out[5] = a[5];
+    out[6] = a[6];
+    out[7] = a[7];
+    out[8] = a[8];
+    return out;
+};
+
+/**
+ * Copy the values from one mat3 to another
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {mat3} a the source matrix
+ * @returns {mat3} out
+ */
+mat3.copy = function(out, a) {
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = a[2];
+    out[3] = a[3];
+    out[4] = a[4];
+    out[5] = a[5];
+    out[6] = a[6];
+    out[7] = a[7];
+    out[8] = a[8];
+    return out;
+};
+
+/**
+ * Set a mat3 to the identity matrix
+ *
+ * @param {mat3} out the receiving matrix
+ * @returns {mat3} out
+ */
+mat3.identity = function(out) {
+    out[0] = 1;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 0;
+    out[4] = 1;
+    out[5] = 0;
+    out[6] = 0;
+    out[7] = 0;
+    out[8] = 1;
+    return out;
+};
+
+/**
+ * Transpose the values of a mat3
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {mat3} a the source matrix
+ * @returns {mat3} out
+ */
+mat3.transpose = function(out, a) {
+    // If we are transposing ourselves we can skip a few steps but have to cache some values
+    if (out === a) {
+        var a01 = a[1], a02 = a[2], a12 = a[5];
+        out[1] = a[3];
+        out[2] = a[6];
+        out[3] = a01;
+        out[5] = a[7];
+        out[6] = a02;
+        out[7] = a12;
+    } else {
+        out[0] = a[0];
+        out[1] = a[3];
+        out[2] = a[6];
+        out[3] = a[1];
+        out[4] = a[4];
+        out[5] = a[7];
+        out[6] = a[2];
+        out[7] = a[5];
+        out[8] = a[8];
+    }
+
+    return out;
+};
+
+/**
+ * Inverts a mat3
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {mat3} a the source matrix
+ * @returns {mat3} out
+ */
+mat3.invert = function(out, a) {
+    var a00 = a[0], a01 = a[1], a02 = a[2],
+        a10 = a[3], a11 = a[4], a12 = a[5],
+        a20 = a[6], a21 = a[7], a22 = a[8],
+
+        b01 = a22 * a11 - a12 * a21,
+        b11 = -a22 * a10 + a12 * a20,
+        b21 = a21 * a10 - a11 * a20,
+
+        // Calculate the determinant
+        det = a00 * b01 + a01 * b11 + a02 * b21;
+
+    if (!det) {
+        return null;
+    }
+    det = 1.0 / det;
+
+    out[0] = b01 * det;
+    out[1] = (-a22 * a01 + a02 * a21) * det;
+    out[2] = (a12 * a01 - a02 * a11) * det;
+    out[3] = b11 * det;
+    out[4] = (a22 * a00 - a02 * a20) * det;
+    out[5] = (-a12 * a00 + a02 * a10) * det;
+    out[6] = b21 * det;
+    out[7] = (-a21 * a00 + a01 * a20) * det;
+    out[8] = (a11 * a00 - a01 * a10) * det;
+    return out;
+};
+
+/**
+ * Calculates the adjugate of a mat3
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {mat3} a the source matrix
+ * @returns {mat3} out
+ */
+mat3.adjoint = function(out, a) {
+    var a00 = a[0], a01 = a[1], a02 = a[2],
+        a10 = a[3], a11 = a[4], a12 = a[5],
+        a20 = a[6], a21 = a[7], a22 = a[8];
+
+    out[0] = (a11 * a22 - a12 * a21);
+    out[1] = (a02 * a21 - a01 * a22);
+    out[2] = (a01 * a12 - a02 * a11);
+    out[3] = (a12 * a20 - a10 * a22);
+    out[4] = (a00 * a22 - a02 * a20);
+    out[5] = (a02 * a10 - a00 * a12);
+    out[6] = (a10 * a21 - a11 * a20);
+    out[7] = (a01 * a20 - a00 * a21);
+    out[8] = (a00 * a11 - a01 * a10);
+    return out;
+};
+
+/**
+ * Calculates the determinant of a mat3
+ *
+ * @param {mat3} a the source matrix
+ * @returns {Number} determinant of a
+ */
+mat3.determinant = function (a) {
+    var a00 = a[0], a01 = a[1], a02 = a[2],
+        a10 = a[3], a11 = a[4], a12 = a[5],
+        a20 = a[6], a21 = a[7], a22 = a[8];
+
+    return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
+};
+
+/**
+ * Multiplies two mat3's
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {mat3} a the first operand
+ * @param {mat3} b the second operand
+ * @returns {mat3} out
+ */
+mat3.multiply = function (out, a, b) {
+    var a00 = a[0], a01 = a[1], a02 = a[2],
+        a10 = a[3], a11 = a[4], a12 = a[5],
+        a20 = a[6], a21 = a[7], a22 = a[8],
+
+        b00 = b[0], b01 = b[1], b02 = b[2],
+        b10 = b[3], b11 = b[4], b12 = b[5],
+        b20 = b[6], b21 = b[7], b22 = b[8];
+
+    out[0] = b00 * a00 + b01 * a10 + b02 * a20;
+    out[1] = b00 * a01 + b01 * a11 + b02 * a21;
+    out[2] = b00 * a02 + b01 * a12 + b02 * a22;
+
+    out[3] = b10 * a00 + b11 * a10 + b12 * a20;
+    out[4] = b10 * a01 + b11 * a11 + b12 * a21;
+    out[5] = b10 * a02 + b11 * a12 + b12 * a22;
+
+    out[6] = b20 * a00 + b21 * a10 + b22 * a20;
+    out[7] = b20 * a01 + b21 * a11 + b22 * a21;
+    out[8] = b20 * a02 + b21 * a12 + b22 * a22;
+    return out;
+};
+
+/**
+ * Alias for {@link mat3.multiply}
+ * @function
+ */
+mat3.mul = mat3.multiply;
+
+/**
+ * Translate a mat3 by the given vector
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {mat3} a the matrix to translate
+ * @param {vec2} v vector to translate by
+ * @returns {mat3} out
+ */
+mat3.translate = function(out, a, v) {
+    var a00 = a[0], a01 = a[1], a02 = a[2],
+        a10 = a[3], a11 = a[4], a12 = a[5],
+        a20 = a[6], a21 = a[7], a22 = a[8],
+        x = v[0], y = v[1];
+
+    out[0] = a00;
+    out[1] = a01;
+    out[2] = a02;
+
+    out[3] = a10;
+    out[4] = a11;
+    out[5] = a12;
+
+    out[6] = x * a00 + y * a10 + a20;
+    out[7] = x * a01 + y * a11 + a21;
+    out[8] = x * a02 + y * a12 + a22;
+    return out;
+};
+
+/**
+ * Rotates a mat3 by the given angle
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {mat3} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @returns {mat3} out
+ */
+mat3.rotate = function (out, a, rad) {
+    var a00 = a[0], a01 = a[1], a02 = a[2],
+        a10 = a[3], a11 = a[4], a12 = a[5],
+        a20 = a[6], a21 = a[7], a22 = a[8],
+
+        s = Math.sin(rad),
+        c = Math.cos(rad);
+
+    out[0] = c * a00 + s * a10;
+    out[1] = c * a01 + s * a11;
+    out[2] = c * a02 + s * a12;
+
+    out[3] = c * a10 - s * a00;
+    out[4] = c * a11 - s * a01;
+    out[5] = c * a12 - s * a02;
+
+    out[6] = a20;
+    out[7] = a21;
+    out[8] = a22;
+    return out;
+};
+
+/**
+ * Scales the mat3 by the dimensions in the given vec2
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {mat3} a the matrix to rotate
+ * @param {vec2} v the vec2 to scale the matrix by
+ * @returns {mat3} out
+ **/
+mat3.scale = function(out, a, v) {
+    var x = v[0], y = v[1];
+
+    out[0] = x * a[0];
+    out[1] = x * a[1];
+    out[2] = x * a[2];
+
+    out[3] = y * a[3];
+    out[4] = y * a[4];
+    out[5] = y * a[5];
+
+    out[6] = a[6];
+    out[7] = a[7];
+    out[8] = a[8];
+    return out;
+};
+
+/**
+ * Copies the values from a mat2d into a mat3
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {mat2d} a the matrix to copy
+ * @returns {mat3} out
+ **/
+mat3.fromMat2d = function(out, a) {
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = 0;
+
+    out[3] = a[2];
+    out[4] = a[3];
+    out[5] = 0;
+
+    out[6] = a[4];
+    out[7] = a[5];
+    out[8] = 1;
+    return out;
+};
+
+/**
+* Calculates a 3x3 matrix from the given quaternion
+*
+* @param {mat3} out mat3 receiving operation result
+* @param {quat} q Quaternion to create matrix from
+*
+* @returns {mat3} out
+*/
+mat3.fromQuat = function (out, q) {
+    var x = q[0], y = q[1], z = q[2], w = q[3],
+        x2 = x + x,
+        y2 = y + y,
+        z2 = z + z,
+
+        xx = x * x2,
+        yx = y * x2,
+        yy = y * y2,
+        zx = z * x2,
+        zy = z * y2,
+        zz = z * z2,
+        wx = w * x2,
+        wy = w * y2,
+        wz = w * z2;
+
+    out[0] = 1 - yy - zz;
+    out[3] = yx - wz;
+    out[6] = zx + wy;
+
+    out[1] = yx + wz;
+    out[4] = 1 - xx - zz;
+    out[7] = zy - wx;
+
+    out[2] = zx - wy;
+    out[5] = zy + wx;
+    out[8] = 1 - xx - yy;
+
+    return out;
+};
+
+/**
+* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
+*
+* @param {mat3} out mat3 receiving operation result
+* @param {mat4} a Mat4 to derive the normal matrix from
+*
+* @returns {mat3} out
+*/
+mat3.normalFromMat4 = function (out, a) {
+    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
+        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
+        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
+        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
+
+        b00 = a00 * a11 - a01 * a10,
+        b01 = a00 * a12 - a02 * a10,
+        b02 = a00 * a13 - a03 * a10,
+        b03 = a01 * a12 - a02 * a11,
+        b04 = a01 * a13 - a03 * a11,
+        b05 = a02 * a13 - a03 * a12,
+        b06 = a20 * a31 - a21 * a30,
+        b07 = a20 * a32 - a22 * a30,
+        b08 = a20 * a33 - a23 * a30,
+        b09 = a21 * a32 - a22 * a31,
+        b10 = a21 * a33 - a23 * a31,
+        b11 = a22 * a33 - a23 * a32,
+
+        // Calculate the determinant
+        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
+
+    if (!det) {
+        return null;
+    }
+    det = 1.0 / det;
+
+    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
+    out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
+    out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
+
+    out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
+    out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
+    out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
+
+    out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
+    out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
+    out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
+
+    return out;
+};
+
+/**
+ * Returns a string representation of a mat3
+ *
+ * @param {mat3} mat matrix to represent as a string
+ * @returns {String} string representation of the matrix
+ */
+mat3.str = function (a) {
+    return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
+                    a[3] + ', ' + a[4] + ', ' + a[5] + ', ' +
+                    a[6] + ', ' + a[7] + ', ' + a[8] + ')';
+};
+
+/**
+ * Returns Frobenius norm of a mat3
+ *
+ * @param {mat3} a the matrix to calculate Frobenius norm of
+ * @returns {Number} Frobenius norm
+ */
+mat3.frob = function (a) {
+    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2)))
+};
+
+
+if(typeof(exports) !== 'undefined') {
+    exports.mat3 = mat3;
+}
+;
+/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+  * Redistributions of source code must retain the above copyright notice, this
+    list of conditions and the following disclaimer.
+  * Redistributions in binary form must reproduce the above copyright notice,
+    this list of conditions and the following disclaimer in the documentation
+    and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
+
+/**
+ * @class 4x4 Matrix
+ * @name mat4
+ */
+
+var mat4 = {};
+
+/**
+ * Creates a new identity mat4
+ *
+ * @returns {mat4} a new 4x4 matrix
+ */
+mat4.create = function() {
+    var out = new GLMAT_ARRAY_TYPE(16);
+    out[0] = 1;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 0;
+    out[4] = 0;
+    out[5] = 1;
+    out[6] = 0;
+    out[7] = 0;
+    out[8] = 0;
+    out[9] = 0;
+    out[10] = 1;
+    out[11] = 0;
+    out[12] = 0;
+    out[13] = 0;
+    out[14] = 0;
+    out[15] = 1;
+    return out;
+};
+
+/**
+ * Creates a new mat4 initialized with values from an existing matrix
+ *
+ * @param {mat4} a matrix to clone
+ * @returns {mat4} a new 4x4 matrix
+ */
+mat4.clone = function(a) {
+    var out = new GLMAT_ARRAY_TYPE(16);
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = a[2];
+    out[3] = a[3];
+    out[4] = a[4];
+    out[5] = a[5];
+    out[6] = a[6];
+    out[7] = a[7];
+    out[8] = a[8];
+    out[9] = a[9];
+    out[10] = a[10];
+    out[11] = a[11];
+    out[12] = a[12];
+    out[13] = a[13];
+    out[14] = a[14];
+    out[15] = a[15];
+    return out;
+};
+
+/**
+ * Copy the values from one mat4 to another
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {mat4} a the source matrix
+ * @returns {mat4} out
+ */
+mat4.copy = function(out, a) {
+    out[0] = a[0];
+    out[1] = a[1];
+    out[2] = a[2];
+    out[3] = a[3];
+    out[4] = a[4];
+    out[5] = a[5];
+    out[6] = a[6];
+    out[7] = a[7];
+    out[8] = a[8];
+    out[9] = a[9];
+    out[10] = a[10];
+    out[11] = a[11];
+    out[12] = a[12];
+    out[13] = a[13];
+    out[14] = a[14];
+    out[15] = a[15];
+    return out;
+};
+
+/**
+ * Set a mat4 to the identity matrix
+ *
+ * @param {mat4} out the receiving matrix
+ * @returns {mat4} out
+ */
+mat4.identity = function(out) {
+    out[0] = 1;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 0;
+    out[4] = 0;
+    out[5] = 1;
+    out[6] = 0;
+    out[7] = 0;
+    out[8] = 0;
+    out[9] = 0;
+    out[10] = 1;
+    out[11] = 0;
+    out[12] = 0;
+    out[13] = 0;
+    out[14] = 0;
+    out[15] = 1;
+    return out;
+};
+
+/**
+ * Transpose the values of a mat4
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {mat4} a the source matrix
+ * @returns {mat4} out
+ */
+mat4.transpose = function(out, a) {
+    // If we are transposing ourselves we can skip a few steps but have to cache some values
+    if (out === a) {
+        var a01 = a[1], a02 = a[2], a03 = a[3],
+            a12 = a[6], a13 = a[7],
+            a23 = a[11];
+
+        out[1] = a[4];
+        out[2] = a[8];
+        out[3] = a[12];
+        out[4] = a01;
+        out[6] = a[9];
+        out[7] = a[13];
+        out[8] = a02;
+        out[9] = a12;
+        out[11] = a[14];
+        out[12] = a03;
+        out[13] = a13;
+        out[14] = a23;
+    } else {
+        out[0] = a[0];
+        out[1] = a[4];
+        out[2] = a[8];
+        out[3] = a[12];
+        out[4] = a[1];
+        out[5] = a[5];
+        out[6] = a[9];
+        out[7] = a[13];
+        out[8] = a[2];
+        out[9] = a[6];
+        out[10] = a[10];
+        out[11] = a[14];
+        out[12] = a[3];
+        out[13] = a[7];
+        out[14] = a[11];
+        out[15] = a[15];
+    }
+
+    return out;
+};
+
+/**
+ * Inverts a mat4
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {mat4} a the source matrix
+ * @returns {mat4} out
+ */
+mat4.invert = function(out, a) {
+    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
+        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
+        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
+        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
+
+        b00 = a00 * a11 - a01 * a10,
+        b01 = a00 * a12 - a02 * a10,
+        b02 = a00 * a13 - a03 * a10,
+        b03 = a01 * a12 - a02 * a11,
+        b04 = a01 * a13 - a03 * a11,
+        b05 = a02 * a13 - a03 * a12,
+        b06 = a20 * a31 - a21 * a30,
+        b07 = a20 * a32 - a22 * a30,
+        b08 = a20 * a33 - a23 * a30,
+        b09 = a21 * a32 - a22 * a31,
+        b10 = a21 * a33 - a23 * a31,
+        b11 = a22 * a33 - a23 * a32,
+
+        // Calculate the determinant
+        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
+
+    if (!det) {
+        return null;
+    }
+    det = 1.0 / det;
+
+    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
+    out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
+    out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
+    out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
+    out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
+    out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
+    out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
+    out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
+    out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
+    out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
+    out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
+    out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
+    out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
+    out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
+    out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
+    out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
+
+    return out;
+};
+
+/**
+ * Calculates the adjugate of a mat4
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {mat4} a the source matrix
+ * @returns {mat4} out
+ */
+mat4.adjoint = function(out, a) {
+    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
+        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
+        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
+        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
+
+    out[0]  =  (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
+    out[1]  = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
+    out[2]  =  (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
+    out[3]  = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
+    out[4]  = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
+    out[5]  =  (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
+    out[6]  = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
+    out[7]  =  (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
+    out[8]  =  (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
+    out[9]  = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
+    out[10] =  (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
+    out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
+    out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
+    out[13] =  (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
+    out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
+    out[15] =  (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
+    return out;
+};
+
+/**
+ * Calculates the determinant of a mat4
+ *
+ * @param {mat4} a the source matrix
+ * @returns {Number} determinant of a
+ */
+mat4.determinant = function (a) {
+    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
+        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
+        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
+        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
+
+        b00 = a00 * a11 - a01 * a10,
+        b01 = a00 * a12 - a02 * a10,
+        b02 = a00 * a13 - a03 * a10,
+        b03 = a01 * a12 - a02 * a11,
+        b04 = a01 * a13 - a03 * a11,
+        b05 = a02 * a13 - a03 * a12,
+        b06 = a20 * a31 - a21 * a30,
+        b07 = a20 * a32 - a22 * a30,
+        b08 = a20 * a33 - a23 * a30,
+        b09 = a21 * a32 - a22 * a31,
+        b10 = a21 * a33 - a23 * a31,
+        b11 = a22 * a33 - a23 * a32;
+
+    // Calculate the determinant
+    return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
+};
+
+/**
+ * Multiplies two mat4's
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {mat4} a the first operand
+ * @param {mat4} b the second operand
+ * @returns {mat4} out
+ */
+mat4.multiply = function (out, a, b) {
+    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
+        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
+        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
+        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
+
+    // Cache only the current line of the second matrix
+    var b0  = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
+    out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+    out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+    out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+    out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+    b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
+    out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+    out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+    out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+    out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+    b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
+    out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+    out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+    out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+    out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+    b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
+    out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+    out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+    out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+    out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+    return out;
+};
+
+/**
+ * Alias for {@link mat4.multiply}
+ * @function
+ */
+mat4.mul = mat4.multiply;
+
+/**
+ * Translate a mat4 by the given vector
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {mat4} a the matrix to translate
+ * @param {vec3} v vector to translate by
+ * @returns {mat4} out
+ */
+mat4.translate = function (out, a, v) {
+    var x = v[0], y = v[1], z = v[2],
+        a00, a01, a02, a03,
+        a10, a11, a12, a13,
+        a20, a21, a22, a23;
+
+    if (a === out) {
+        out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
+        out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
+        out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
+        out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
+    } else {
+        a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
+        a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
+        a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
+
+        out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03;
+        out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13;
+        out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23;
+
+        out[12] = a00 * x + a10 * y + a20 * z + a[12];
+        out[13] = a01 * x + a11 * y + a21 * z + a[13];
+        out[14] = a02 * x + a12 * y + a22 * z + a[14];
+        out[15] = a03 * x + a13 * y + a23 * z + a[15];
+    }
+
+    return out;
+};
+
+/**
+ * Scales the mat4 by the dimensions in the given vec3
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {mat4} a the matrix to scale
+ * @param {vec3} v the vec3 to scale the matrix by
+ * @returns {mat4} out
+ **/
+mat4.scale = function(out, a, v) {
+    var x = v[0], y = v[1], z = v[2];
+
+    out[0] = a[0] * x;
+    out[1] = a[1] * x;
+    out[2] = a[2] * x;
+    out[3] = a[3] * x;
+    out[4] = a[4] * y;
+    out[5] = a[5] * y;
+    out[6] = a[6] * y;
+    out[7] = a[7] * y;
+    out[8] = a[8] * z;
+    out[9] = a[9] * z;
+    out[10] = a[10] * z;
+    out[11] = a[11] * z;
+    out[12] = a[12];
+    out[13] = a[13];
+    out[14] = a[14];
+    out[15] = a[15];
+    return out;
+};
+
+/**
+ * Rotates a mat4 by the given angle
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {mat4} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @param {vec3} axis the axis to rotate around
+ * @returns {mat4} out
+ */
+mat4.rotate = function (out, a, rad, axis) {
+    var x = axis[0], y = axis[1], z = axis[2],
+        len = Math.sqrt(x * x + y * y + z * z),
+        s, c, t,
+        a00, a01, a02, a03,
+        a10, a11, a12, a13,
+        a20, a21, a22, a23,
+        b00, b01, b02,
+        b10, b11, b12,
+        b20, b21, b22;
+
+    if (Math.abs(len) < GLMAT_EPSILON) { return null; }
+
+    len = 1 / len;
+    x *= len;
+    y *= len;
+    z *= len;
+
+    s = Math.sin(rad);
+    c = Math.cos(rad);
+    t = 1 - c;
+
+    a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
+    a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
+    a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
+
+    // Construct the elements of the rotation matrix
+    b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s;
+    b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s;
+    b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c;
+
+    // Perform rotation-specific matrix multiplication
+    out[0] = a00 * b00 + a10 * b01 + a20 * b02;
+    out[1] = a01 * b00 + a11 * b01 + a21 * b02;
+    out[2] = a02 * b00 + a12 * b01 + a22 * b02;
+    out[3] = a03 * b00 + a13 * b01 + a23 * b02;
+    out[4] = a00 * b10 + a10 * b11 + a20 * b12;
+    out[5] = a01 * b10 + a11 * b11 + a21 * b12;
+    out[6] = a02 * b10 + a12 * b11 + a22 * b12;
+    out[7] = a03 * b10 + a13 * b11 + a23 * b12;
+    out[8] = a00 * b20 + a10 * b21 + a20 * b22;
+    out[9] = a01 * b20 + a11 * b21 + a21 * b22;
+    out[10] = a02 * b20 + a12 * b21 + a22 * b22;
+    out[11] = a03 * b20 + a13 * b21 + a23 * b22;
+
+    if (a !== out) { // If the source and destination differ, copy the unchanged last row
+        out[12] = a[12];
+        out[13] = a[13];
+        out[14] = a[14];
+        out[15] = a[15];
+    }
+    return out;
+};
+
+/**
+ * Rotates a matrix by the given angle around the X axis
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {mat4} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @returns {mat4} out
+ */
+mat4.rotateX = function (out, a, rad) {
+    var s = Math.sin(rad),
+        c = Math.cos(rad),
+        a10 = a[4],
+        a11 = a[5],
+        a12 = a[6],
+        a13 = a[7],
+        a20 = a[8],
+        a21 = a[9],
+        a22 = a[10],
+        a23 = a[11];
+
+    if (a !== out) { // If the source and destination differ, copy the unchanged rows
+        out[0]  = a[0];
+        out[1]  = a[1];
+        out[2]  = a[2];
+        out[3]  = a[3];
+        out[12] = a[12];
+        out[13] = a[13];
+        out[14] = a[14];
+        out[15] = a[15];
+    }
+
+    // Perform axis-specific matrix multiplication
+    out[4] = a10 * c + a20 * s;
+    out[5] = a11 * c + a21 * s;
+    out[6] = a12 * c + a22 * s;
+    out[7] = a13 * c + a23 * s;
+    out[8] = a20 * c - a10 * s;
+    out[9] = a21 * c - a11 * s;
+    out[10] = a22 * c - a12 * s;
+    out[11] = a23 * c - a13 * s;
+    return out;
+};
+
+/**
+ * Rotates a matrix by the given angle around the Y axis
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {mat4} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @returns {mat4} out
+ */
+mat4.rotateY = function (out, a, rad) {
+    var s = Math.sin(rad),
+        c = Math.cos(rad),
+        a00 = a[0],
+        a01 = a[1],
+        a02 = a[2],
+        a03 = a[3],
+        a20 = a[8],
+        a21 = a[9],
+        a22 = a[10],
+        a23 = a[11];
+
+    if (a !== out) { // If the source and destination differ, copy the unchanged rows
+        out[4]  = a[4];
+        out[5]  = a[5];
+        out[6]  = a[6];
+        out[7]  = a[7];
+        out[12] = a[12];
+        out[13] = a[13];
+        out[14] = a[14];
+        out[15] = a[15];
+    }
+
+    // Perform axis-specific matrix multiplication
+    out[0] = a00 * c - a20 * s;
+    out[1] = a01 * c - a21 * s;
+    out[2] = a02 * c - a22 * s;
+    out[3] = a03 * c - a23 * s;
+    out[8] = a00 * s + a20 * c;
+    out[9] = a01 * s + a21 * c;
+    out[10] = a02 * s + a22 * c;
+    out[11] = a03 * s + a23 * c;
+    return out;
+};
+
+/**
+ * Rotates a matrix by the given angle around the Z axis
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {mat4} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @returns {mat4} out
+ */
+mat4.rotateZ = function (out, a, rad) {
+    var s = Math.sin(rad),
+        c = Math.cos(rad),
+        a00 = a[0],
+        a01 = a[1],
+        a02 = a[2],
+        a03 = a[3],
+        a10 = a[4],
+        a11 = a[5],
+        a12 = a[6],
+        a13 = a[7];
+
+    if (a !== out) { // If the source and destination differ, copy the unchanged last row
+        out[8]  = a[8];
+        out[9]  = a[9];
+        out[10] = a[10];
+        out[11] = a[11];
+        out[12] = a[12];
+        out[13] = a[13];
+        out[14] = a[14];
+        out[15] = a[15];
+    }
+
+    // Perform axis-specific matrix multiplication
+    out[0] = a00 * c + a10 * s;
+    out[1] = a01 * c + a11 * s;
+    out[2] = a02 * c + a12 * s;
+    out[3] = a03 * c + a13 * s;
+    out[4] = a10 * c - a00 * s;
+    out[5] = a11 * c - a01 * s;
+    out[6] = a12 * c - a02 * s;
+    out[7] = a13 * c - a03 * s;
+    return out;
+};
+
+/**
+ * Creates a matrix from a quaternion rotation and vector translation
+ * This is equivalent to (but much faster than):
+ *
+ *     mat4.identity(dest);
+ *     mat4.translate(dest, vec);
+ *     var quatMat = mat4.create();
+ *     quat4.toMat4(quat, quatMat);
+ *     mat4.multiply(dest, quatMat);
+ *
+ * @param {mat4} out mat4 receiving operation result
+ * @param {quat4} q Rotation quaternion
+ * @param {vec3} v Translation vector
+ * @returns {mat4} out
+ */
+mat4.fromRotationTranslation = function (out, q, v) {
+    // Quaternion math
+    var x = q[0], y = q[1], z = q[2], w = q[3],
+        x2 = x + x,
+        y2 = y + y,
+        z2 = z + z,
+
+        xx = x * x2,
+        xy = x * y2,
+        xz = x * z2,
+        yy = y * y2,
+        yz = y * z2,
+        zz = z * z2,
+        wx = w * x2,
+        wy = w * y2,
+        wz = w * z2;
+
+    out[0] = 1 - (yy + zz);
+    out[1] = xy + wz;
+    out[2] = xz - wy;
+    out[3] = 0;
+    out[4] = xy - wz;
+    out[5] = 1 - (xx + zz);
+    out[6] = yz + wx;
+    out[7] = 0;
+    out[8] = xz + wy;
+    out[9] = yz - wx;
+    out[10] = 1 - (xx + yy);
+    out[11] = 0;
+    out[12] = v[0];
+    out[13] = v[1];
+    out[14] = v[2];
+    out[15] = 1;
+
+    return out;
+};
+
+mat4.fromQuat = function (out, q) {
+    var x = q[0], y = q[1], z = q[2], w = q[3],
+        x2 = x + x,
+        y2 = y + y,
+        z2 = z + z,
+
+        xx = x * x2,
+        yx = y * x2,
+        yy = y * y2,
+        zx = z * x2,
+        zy = z * y2,
+        zz = z * z2,
+        wx = w * x2,
+        wy = w * y2,
+        wz = w * z2;
+
+    out[0] = 1 - yy - zz;
+    out[1] = yx + wz;
+    out[2] = zx - wy;
+    out[3] = 0;
+
+    out[4] = yx - wz;
+    out[5] = 1 - xx - zz;
+    out[6] = zy + wx;
+    out[7] = 0;
+
+    out[8] = zx + wy;
+    out[9] = zy - wx;
+    out[10] = 1 - xx - yy;
+    out[11] = 0;
+
+    out[12] = 0;
+    out[13] = 0;
+    out[14] = 0;
+    out[15] = 1;
+
+    return out;
+};
+
+/**
+ * Generates a frustum matrix with the given bounds
+ *
+ * @param {mat4} out mat4 frustum matrix will be written into
+ * @param {Number} left Left bound of the frustum
+ * @param {Number} right Right bound of the frustum
+ * @param {Number} bottom Bottom bound of the frustum
+ * @param {Number} top Top bound of the frustum
+ * @param {Number} near Near bound of the frustum
+ * @param {Number} far Far bound of the frustum
+ * @returns {mat4} out
+ */
+mat4.frustum = function (out, left, right, bottom, top, near, far) {
+    var rl = 1 / (right - left),
+        tb = 1 / (top - bottom),
+        nf = 1 / (near - far);
+    out[0] = (near * 2) * rl;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 0;
+    out[4] = 0;
+    out[5] = (near * 2) * tb;
+    out[6] = 0;
+    out[7] = 0;
+    out[8] = (right + left) * rl;
+    out[9] = (top + bottom) * tb;
+    out[10] = (far + near) * nf;
+    out[11] = -1;
+    out[12] = 0;
+    out[13] = 0;
+    out[14] = (far * near * 2) * nf;
+    out[15] = 0;
+    return out;
+};
+
+/**
+ * Generates a perspective projection matrix with the given bounds
+ *
+ * @param {mat4} out mat4 frustum matrix will be written into
+ * @param {number} fovy Vertical field of view in radians
+ * @param {number} aspect Aspect ratio. typically viewport width/height
+ * @param {number} near Near bound of the frustum
+ * @param {number} far Far bound of the frustum
+ * @returns {mat4} out
+ */
+mat4.perspective = function (out, fovy, aspect, near, far) {
+    var f = 1.0 / Math.tan(fovy / 2),
+        nf = 1 / (near - far);
+    out[0] = f / aspect;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 0;
+    out[4] = 0;
+    out[5] = f;
+    out[6] = 0;
+    out[7] = 0;
+    out[8] = 0;
+    out[9] = 0;
+    out[10] = (far + near) * nf;
+    out[11] = -1;
+    out[12] = 0;
+    out[13] = 0;
+    out[14] = (2 * far * near) * nf;
+    out[15] = 0;
+    return out;
+};
+
+/**
+ * Generates a orthogonal projection matrix with the given bounds
+ *
+ * @param {mat4} out mat4 frustum matrix will be written into
+ * @param {number} left Left bound of the frustum
+ * @param {number} right Right bound of the frustum
+ * @param {number} bottom Bottom bound of the frustum
+ * @param {number} top Top bound of the frustum
+ * @param {number} near Near bound of the frustum
+ * @param {number} far Far bound of the frustum
+ * @returns {mat4} out
+ */
+mat4.ortho = function (out, left, right, bottom, top, near, far) {
+    var lr = 1 / (left - right),
+        bt = 1 / (bottom - top),
+        nf = 1 / (near - far);
+    out[0] = -2 * lr;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 0;
+    out[4] = 0;
+    out[5] = -2 * bt;
+    out[6] = 0;
+    out[7] = 0;
+    out[8] = 0;
+    out[9] = 0;
+    out[10] = 2 * nf;
+    out[11] = 0;
+    out[12] = (left + right) * lr;
+    out[13] = (top + bottom) * bt;
+    out[14] = (far + near) * nf;
+    out[15] = 1;
+    return out;
+};
+
+/**
+ * Generates a look-at matrix with the given eye position, focal point, and up axis
+ *
+ * @param {mat4} out mat4 frustum matrix will be written into
+ * @param {vec3} eye Position of the viewer
+ * @param {vec3} center Point the viewer is looking at
+ * @param {vec3} up vec3 pointing up
+ * @returns {mat4} out
+ */
+mat4.lookAt = function (out, eye, center, up) {
+    var x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
+        eyex = eye[0],
+        eyey = eye[1],
+        eyez = eye[2],
+        upx = up[0],
+        upy = up[1],
+        upz = up[2],
+        centerx = center[0],
+        centery = center[1],
+        centerz = center[2];
+
+    if (Math.abs(eyex - centerx) < GLMAT_EPSILON &&
+        Math.abs(eyey - centery) < GLMAT_EPSILON &&
+        Math.abs(eyez - centerz) < GLMAT_EPSILON) {
+        return mat4.identity(out);
+    }
+
+    z0 = eyex - centerx;
+    z1 = eyey - centery;
+    z2 = eyez - centerz;
+
+    len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
+    z0 *= len;
+    z1 *= len;
+    z2 *= len;
+
+    x0 = upy * z2 - upz * z1;
+    x1 = upz * z0 - upx * z2;
+    x2 = upx * z1 - upy * z0;
+    len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
+    if (!len) {
+        x0 = 0;
+        x1 = 0;
+        x2 = 0;
+    } else {
+        len = 1 / len;
+        x0 *= len;
+        x1 *= len;
+        x2 *= len;
+    }
+
+    y0 = z1 * x2 - z2 * x1;
+    y1 = z2 * x0 - z0 * x2;
+    y2 = z0 * x1 - z1 * x0;
+
+    len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
+    if (!len) {
+        y0 = 0;
+        y1 = 0;
+        y2 = 0;
+    } else {
+        len = 1 / len;
+        y0 *= len;
+        y1 *= len;
+        y2 *= len;
+    }
+
+    out[0] = x0;
+    out[1] = y0;
+    out[2] = z0;
+    out[3] = 0;
+    out[4] = x1;
+    out[5] = y1;
+    out[6] = z1;
+    out[7] = 0;
+    out[8] = x2;
+    out[9] = y2;
+    out[10] = z2;
+    out[11] = 0;
+    out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
+    out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
+    out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
+    out[15] = 1;
+
+    return out;
+};
+
+/**
+ * Returns a string representation of a mat4
+ *
+ * @param {mat4} mat matrix to represent as a string
+ * @returns {String} string representation of the matrix
+ */
+mat4.str = function (a) {
+    return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' +
+                    a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' +
+                    a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' +
+                    a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')';
+};
+
+/**
+ * Returns Frobenius norm of a mat4
+ *
+ * @param {mat4} a the matrix to calculate Frobenius norm of
+ * @returns {Number} Frobenius norm
+ */
+mat4.frob = function (a) {
+    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2) + Math.pow(a[9], 2) + Math.pow(a[10], 2) + Math.pow(a[11], 2) + Math.pow(a[12], 2) + Math.pow(a[13], 2) + Math.pow(a[14], 2) + Math.pow(a[15], 2) ))
+};
+
+
+if(typeof(exports) !== 'undefined') {
+    exports.mat4 = mat4;
+}
+;
+/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+  * Redistributions of source code must retain the above copyright notice, this
+    list of conditions and the following disclaimer.
+  * Redistributions in binary form must reproduce the above copyright notice,
+    this list of conditions and the following disclaimer in the documentation
+    and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
+
+/**
+ * @class Quaternion
+ * @name quat
+ */
+
+var quat = {};
+
+/**
+ * Creates a new identity quat
+ *
+ * @returns {quat} a new quaternion
+ */
+quat.create = function() {
+    var out = new GLMAT_ARRAY_TYPE(4);
+    out[0] = 0;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 1;
+    return out;
+};
+
+/**
+ * Sets a quaternion to represent the shortest rotation from one
+ * vector to another.
+ *
+ * Both vectors are assumed to be unit length.
+ *
+ * @param {quat} out the receiving quaternion.
+ * @param {vec3} a the initial vector
+ * @param {vec3} b the destination vector
+ * @returns {quat} out
+ */
+quat.rotationTo = (function() {
+    var tmpvec3 = vec3.create();
+    var xUnitVec3 = vec3.fromValues(1,0,0);
+    var yUnitVec3 = vec3.fromValues(0,1,0);
+
+    return function(out, a, b) {
+        var dot = vec3.dot(a, b);
+        if (dot < -0.999999) {
+            vec3.cross(tmpvec3, xUnitVec3, a);
+            if (vec3.length(tmpvec3) < 0.000001)
+                vec3.cross(tmpvec3, yUnitVec3, a);
+            vec3.normalize(tmpvec3, tmpvec3);
+            quat.setAxisAngle(out, tmpvec3, Math.PI);
+            return out;
+        } else if (dot > 0.999999) {
+            out[0] = 0;
+            out[1] = 0;
+            out[2] = 0;
+            out[3] = 1;
+            return out;
+        } else {
+            vec3.cross(tmpvec3, a, b);
+            out[0] = tmpvec3[0];
+            out[1] = tmpvec3[1];
+            out[2] = tmpvec3[2];
+            out[3] = 1 + dot;
+            return quat.normalize(out, out);
+        }
+    };
+})();
+
+/**
+ * Sets the specified quaternion with values corresponding to the given
+ * axes. Each axis is a vec3 and is expected to be unit length and
+ * perpendicular to all other specified axes.
+ *
+ * @param {vec3} view  the vector representing the viewing direction
+ * @param {vec3} right the vector representing the local "right" direction
+ * @param {vec3} up    the vector representing the local "up" direction
+ * @returns {quat} out
+ */
+quat.setAxes = (function() {
+    var matr = mat3.create();
+
+    return function(out, view, right, up) {
+        matr[0] = right[0];
+        matr[3] = right[1];
+        matr[6] = right[2];
+
+        matr[1] = up[0];
+        matr[4] = up[1];
+        matr[7] = up[2];
+
+        matr[2] = -view[0];
+        matr[5] = -view[1];
+        matr[8] = -view[2];
+
+        return quat.normalize(out, quat.fromMat3(out, matr));
+    };
+})();
+
+/**
+ * Creates a new quat initialized with values from an existing quaternion
+ *
+ * @param {quat} a quaternion to clone
+ * @returns {quat} a new quaternion
+ * @function
+ */
+quat.clone = vec4.clone;
+
+/**
+ * Creates a new quat initialized with the given values
+ *
+ * @param {Number} x X component
+ * @param {Number} y Y component
+ * @param {Number} z Z component
+ * @param {Number} w W component
+ * @returns {quat} a new quaternion
+ * @function
+ */
+quat.fromValues = vec4.fromValues;
+
+/**
+ * Copy the values from one quat to another
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {quat} a the source quaternion
+ * @returns {quat} out
+ * @function
+ */
+quat.copy = vec4.copy;
+
+/**
+ * Set the components of a quat to the given values
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {Number} x X component
+ * @param {Number} y Y component
+ * @param {Number} z Z component
+ * @param {Number} w W component
+ * @returns {quat} out
+ * @function
+ */
+quat.set = vec4.set;
+
+/**
+ * Set a quat to the identity quaternion
+ *
+ * @param {quat} out the receiving quaternion
+ * @returns {quat} out
+ */
+quat.identity = function(out) {
+    out[0] = 0;
+    out[1] = 0;
+    out[2] = 0;
+    out[3] = 1;
+    return out;
+};
+
+/**
+ * Sets a quat from the given angle and rotation axis,
+ * then returns it.
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {vec3} axis the axis around which to rotate
+ * @param {Number} rad the angle in radians
+ * @returns {quat} out
+ **/
+quat.setAxisAngle = function(out, axis, rad) {
+    rad = rad * 0.5;
+    var s = Math.sin(rad);
+    out[0] = s * axis[0];
+    out[1] = s * axis[1];
+    out[2] = s * axis[2];
+    out[3] = Math.cos(rad);
+    return out;
+};
+
+/**
+ * Adds two quat's
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {quat} a the first operand
+ * @param {quat} b the second operand
+ * @returns {quat} out
+ * @function
+ */
+quat.add = vec4.add;
+
+/**
+ * Multiplies two quat's
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {quat} a the first operand
+ * @param {quat} b the second operand
+ * @returns {quat} out
+ */
+quat.multiply = function(out, a, b) {
+    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
+        bx = b[0], by = b[1], bz = b[2], bw = b[3];
+
+    out[0] = ax * bw + aw * bx + ay * bz - az * by;
+    out[1] = ay * bw + aw * by + az * bx - ax * bz;
+    out[2] = az * bw + aw * bz + ax * by - ay * bx;
+    out[3] = aw * bw - ax * bx - ay * by - az * bz;
+    return out;
+};
+
+/**
+ * Alias for {@link quat.multiply}
+ * @function
+ */
+quat.mul = quat.multiply;
+
+/**
+ * Scales a quat by a scalar number
+ *
+ * @param {quat} out the receiving vector
+ * @param {quat} a the vector to scale
+ * @param {Number} b amount to scale the vector by
+ * @returns {quat} out
+ * @function
+ */
+quat.scale = vec4.scale;
+
+/**
+ * Rotates a quaternion by the given angle about the X axis
+ *
+ * @param {quat} out quat receiving operation result
+ * @param {quat} a quat to rotate
+ * @param {number} rad angle (in radians) to rotate
+ * @returns {quat} out
+ */
+quat.rotateX = function (out, a, rad) {
+    rad *= 0.5;
+
+    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
+        bx = Math.sin(rad), bw = Math.cos(rad);
+
+    out[0] = ax * bw + aw * bx;
+    out[1] = ay * bw + az * bx;
+    out[2] = az * bw - ay * bx;
+    out[3] = aw * bw - ax * bx;
+    return out;
+};
+
+/**
+ * Rotates a quaternion by the given angle about the Y axis
+ *
+ * @param {quat} out quat receiving operation result
+ * @param {quat} a quat to rotate
+ * @param {number} rad angle (in radians) to rotate
+ * @returns {quat} out
+ */
+quat.rotateY = function (out, a, rad) {
+    rad *= 0.5;
+
+    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
+        by = Math.sin(rad), bw = Math.cos(rad);
+
+    out[0] = ax * bw - az * by;
+    out[1] = ay * bw + aw * by;
+    out[2] = az * bw + ax * by;
+    out[3] = aw * bw - ay * by;
+    return out;
+};
+
+/**
+ * Rotates a quaternion by the given angle about the Z axis
+ *
+ * @param {quat} out quat receiving operation result
+ * @param {quat} a quat to rotate
+ * @param {number} rad angle (in radians) to rotate
+ * @returns {quat} out
+ */
+quat.rotateZ = function (out, a, rad) {
+    rad *= 0.5;
+
+    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
+        bz = Math.sin(rad), bw = Math.cos(rad);
+
+    out[0] = ax * bw + ay * bz;
+    out[1] = ay * bw - ax * bz;
+    out[2] = az * bw + aw * bz;
+    out[3] = aw * bw - az * bz;
+    return out;
+};
+
+/**
+ * Calculates the W component of a quat from the X, Y, and Z components.
+ * Assumes that quaternion is 1 unit in length.
+ * Any existing W component will be ignored.
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {quat} a quat to calculate W component of
+ * @returns {quat} out
+ */
+quat.calculateW = function (out, a) {
+    var x = a[0], y = a[1], z = a[2];
+
+    out[0] = x;
+    out[1] = y;
+    out[2] = z;
+    out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
+    return out;
+};
+
+/**
+ * Calculates the dot product of two quat's
+ *
+ * @param {quat} a the first operand
+ * @param {quat} b the second operand
+ * @returns {Number} dot product of a and b
+ * @function
+ */
+quat.dot = vec4.dot;
+
+/**
+ * Performs a linear interpolation between two quat's
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {quat} a the first operand
+ * @param {quat} b the second operand
+ * @param {Number} t interpolation amount between the two inputs
+ * @returns {quat} out
+ * @function
+ */
+quat.lerp = vec4.lerp;
+
+/**
+ * Performs a spherical linear interpolation between two quat
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {quat} a the first operand
+ * @param {quat} b the second operand
+ * @param {Number} t interpolation amount between the two inputs
+ * @returns {quat} out
+ */
+quat.slerp = function (out, a, b, t) {
+    // benchmarks:
+    //    http://jsperf.com/quaternion-slerp-implementations
+
+    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
+        bx = b[0], by = b[1], bz = b[2], bw = b[3];
+
+    var        omega, cosom, sinom, scale0, scale1;
+
+    // calc cosine
+    cosom = ax * bx + ay * by + az * bz + aw * bw;
+    // adjust signs (if necessary)
+    if ( cosom < 0.0 ) {
+        cosom = -cosom;
+        bx = - bx;
+        by = - by;
+        bz = - bz;
+        bw = - bw;
+    }
+    // calculate coefficients
+    if ( (1.0 - cosom) > 0.000001 ) {
+        // standard case (slerp)
+        omega  = Math.acos(cosom);
+        sinom  = Math.sin(omega);
+        scale0 = Math.sin((1.0 - t) * omega) / sinom;
+        scale1 = Math.sin(t * omega) / sinom;
+    } else {
+        // "from" and "to" quaternions are very close
+        //  ... so we can do a linear interpolation
+        scale0 = 1.0 - t;
+        scale1 = t;
+    }
+    // calculate final values
+    out[0] = scale0 * ax + scale1 * bx;
+    out[1] = scale0 * ay + scale1 * by;
+    out[2] = scale0 * az + scale1 * bz;
+    out[3] = scale0 * aw + scale1 * bw;
+
+    return out;
+};
+
+/**
+ * Calculates the inverse of a quat
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {quat} a quat to calculate inverse of
+ * @returns {quat} out
+ */
+quat.invert = function(out, a) {
+    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
+        dot = a0*a0 + a1*a1 + a2*a2 + a3*a3,
+        invDot = dot ? 1.0/dot : 0;
+
+    // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
+
+    out[0] = -a0*invDot;
+    out[1] = -a1*invDot;
+    out[2] = -a2*invDot;
+    out[3] = a3*invDot;
+    return out;
+};
+
+/**
+ * Calculates the conjugate of a quat
+ * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {quat} a quat to calculate conjugate of
+ * @returns {quat} out
+ */
+quat.conjugate = function (out, a) {
+    out[0] = -a[0];
+    out[1] = -a[1];
+    out[2] = -a[2];
+    out[3] = a[3];
+    return out;
+};
+
+/**
+ * Calculates the length of a quat
+ *
+ * @param {quat} a vector to calculate length of
+ * @returns {Number} length of a
+ * @function
+ */
+quat.length = vec4.length;
+
+/**
+ * Alias for {@link quat.length}
+ * @function
+ */
+quat.len = quat.length;
+
+/**
+ * Calculates the squared length of a quat
+ *
+ * @param {quat} a vector to calculate squared length of
+ * @returns {Number} squared length of a
+ * @function
+ */
+quat.squaredLength = vec4.squaredLength;
+
+/**
+ * Alias for {@link quat.squaredLength}
+ * @function
+ */
+quat.sqrLen = quat.squaredLength;
+
+/**
+ * Normalize a quat
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {quat} a quaternion to normalize
+ * @returns {quat} out
+ * @function
+ */
+quat.normalize = vec4.normalize;
+
+/**
+ * Creates a quaternion from the given 3x3 rotation matrix.
+ *
+ * NOTE: The resultant quaternion is not normalized, so you should be sure
+ * to renormalize the quaternion yourself where necessary.
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {mat3} m rotation matrix
+ * @returns {quat} out
+ * @function
+ */
+quat.fromMat3 = function(out, m) {
+    // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
+    // article "Quaternion Calculus and Fast Animation".
+    var fTrace = m[0] + m[4] + m[8];
+    var fRoot;
+
+    if ( fTrace > 0.0 ) {
+        // |w| > 1/2, may as well choose w > 1/2
+        fRoot = Math.sqrt(fTrace + 1.0);  // 2w
+        out[3] = 0.5 * fRoot;
+        fRoot = 0.5/fRoot;  // 1/(4w)
+        out[0] = (m[5]-m[7])*fRoot;
+        out[1] = (m[6]-m[2])*fRoot;
+        out[2] = (m[1]-m[3])*fRoot;
+    } else {
+        // |w| <= 1/2
+        var i = 0;
+        if ( m[4] > m[0] )
+          i = 1;
+        if ( m[8] > m[i*3+i] )
+          i = 2;
+        var j = (i+1)%3;
+        var k = (i+2)%3;
+
+        fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0);
+        out[i] = 0.5 * fRoot;
+        fRoot = 0.5 / fRoot;
+        out[3] = (m[j*3+k] - m[k*3+j]) * fRoot;
+        out[j] = (m[j*3+i] + m[i*3+j]) * fRoot;
+        out[k] = (m[k*3+i] + m[i*3+k]) * fRoot;
+    }
+
+    return out;
+};
+
+/**
+ * Returns a string representation of a quatenion
+ *
+ * @param {quat} vec vector to represent as a string
+ * @returns {String} string representation of the vector
+ */
+quat.str = function (a) {
+    return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
+};
+
+if(typeof(exports) !== 'undefined') {
+    exports.quat = quat;
+}
+;
+
+
+
+
+
+
+
+
+
+
+
+
+
+  })(shim.exports);
+})(this);

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+	<attribute name="Time Scale" value="1" />
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+	<attribute name="Next Replicated Node ID" value="572" />
+	<attribute name="Next Replicated Component ID" value="2037" />
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+	<component type="Octree" id="2">
+		<attribute name="Bounding Box Min" value="-10000 -10000 -10000" />
+		<attribute name="Bounding Box Max" value="10000 10000 10000" />
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+	<component type="DebugRenderer" id="3" />
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+		<attribute name="Is Enabled" value="true" />
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+		<attribute name="Is Enabled" value="true" />
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+			<attribute name="Bounding Box Max" value="10000 10000 10000" />
+			<attribute name="Ambient Color" value="1 1 1 1" />
+		</component>
+	</node>
+	<node id="369">
+		<attribute name="Is Enabled" value="true" />
+		<attribute name="Name" value="Terrain" />
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+		<component type="CollisionShape" id="2017">
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+		</component>
+	</node>
+	<node id="380">
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+			<attribute name="Model" value="Model;24155f56c38c1cbcbe3719e53080de7d.mdl" />
+			<attribute name="Material" value="Material;Models/Materials/Robo.material" />
+			<attribute name="Cast Shadows" value="true" />
+			<attribute name="Bone Animation Enabled">
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+// called per frame, optional
+function update(timeStep) {
+
+}
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