Ben преди 14 години
родител
ревизия
5f287430f4

+ 1 - 0
CMakeLists.txt

@@ -12,6 +12,7 @@ if(CMAKE_COMPILER_IS_GNUCXX)
 	#add_definitions(-S)
 	#add_definitions(-s)
 	add_definitions(-msse2)
+	add_definitions(-std=c++0x )
 	#add_definitions(-m32)
 	#add_definitions(-mfpmath=387)
 	#add_definitions(-ffast-math)

+ 2 - 2
doc/about.html

@@ -11,8 +11,8 @@
           ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js';
           var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s);
           })();
-        </script></head><body><table><tr><td class="menu"><div class="menu1"><br /><div><a href="./goodies/logo1920x1200.png"><img class="menu-img" src="./common/logo.png" alt="GLM Logo" /></a></div><br /><div><a class="menu" href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.3/glm-0.9.2.3.zip/download">
-			Download GLM 0.9.2.3</a></div></div><br /><div class="menu2"><a href="./index.html">Front page</a></div><div class="menu2"><a href="./download.html">Downloads</a></div><div class="menu2"><a href="http://www.opengl.org/sdk/libs/GLM/">OpenGL SDK page</a></div><br /><div class="menu2"><a href="./glm-0.9.2.pdf">GLM Manual</a></div><div class="menu2"><a href="./api-0.9.2/index.html">GLM API</a></div><div class="menu2"><a href="./code.html">Code samples</a></div><div class="menu2"><a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf">GLSL Specification</a></div><div class="menu2"><a href="http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&amp;Board=10&amp;page=1">OpenGL.org Toolkits forum</a></div><br /><div class="menu2"><a href="https://sourceforge.net/apps/trac/ogl-math/newticket">Report a bug</a></div><div class="menu2"><a href="https://sourceforge.net/projects/ogl-math/">SourceForge page</a></div><div class="menu2"><a href="http://www.g-truc.net/project-0016.html#menu">G-Truc Creation page</a></div><div class="menu2"><a href="http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=summary">Browse Git repository</a></div><div class="menu2"><a href="http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=snapshot;h=HEAD;sf=tgz">Source snapshot</a></div><br /><br /><div class="menu2"><a href="http://www.g-truc.net"><img class="menu-img" src="./common/g-truc.png" alt="G-Truc" /></a></div><br /></td><td class="page"><div class="title1"><img src="./common/title.png" alt="OpenGL Mathematics" /></div><div class="title3">GLSL + Optional features = OpenGL Mathematics (GLM)<br />A C++ mathematics library for graphics programming<br /></div><br /><br /><div><div class="title-date"> </div><div class="title4"> </div><div><p>
+        </script></head><body><table><tr><td class="menu"><div class="menu1"><br /><div><a href="./goodies/logo1920x1200.png"><img class="menu-img" src="./common/logo.png" alt="GLM Logo" /></a></div><br /><div><a class="menu" href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.6/glm-0.9.2.6.zip/download">
+			Download GLM 0.9.2.6</a></div></div><br /><div class="menu2"><a href="./index.html">Front page</a></div><div class="menu2"><a href="./download.html">Downloads</a></div><div class="menu2"><a href="http://www.opengl.org/sdk/libs/GLM/">OpenGL SDK page</a></div><br /><div class="menu2"><a href="./glm-0.9.2.pdf">GLM Manual</a></div><div class="menu2"><a href="./api-0.9.2/index.html">GLM API</a></div><div class="menu2"><a href="./code.html">Code samples</a></div><div class="menu2"><a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf">GLSL Specification</a></div><div class="menu2"><a href="http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&amp;Board=10&amp;page=1">OpenGL.org Toolkits forum</a></div><br /><div class="menu2"><a href="https://sourceforge.net/apps/trac/ogl-math/newticket">Report a bug</a></div><div class="menu2"><a href="https://sourceforge.net/projects/ogl-math/">SourceForge page</a></div><div class="menu2"><a href="http://www.g-truc.net/project-0016.html#menu">G-Truc Creation page</a></div><div class="menu2"><a href="http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=summary">Browse Git repository</a></div><div class="menu2"><a href="http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=snapshot;h=HEAD;sf=tgz">Source snapshot</a></div><br /><br /><div class="menu2"><a href="http://www.g-truc.net"><img class="menu-img" src="./common/g-truc.png" alt="G-Truc" /></a></div><br /></td><td class="page"><div class="title1"><img src="./common/title.png" alt="OpenGL Mathematics" /></div><div class="title3">GLSL + Optional features = OpenGL Mathematics (GLM)<br />A C++ mathematics library for graphics programming<br /></div><br /><br /><div><div class="title-date"> </div><div class="title4"> </div><div><p>
 			OpenGL Mathematics (GLM) is a header only C++ mathematics library for graphics software 
 			based on the <a href="http://www.opengl.org/documentation/glsl/">OpenGL Shading Language (GLSL)</a> specification.
 		</p><p>

Файловите разлики са ограничени, защото са твърде много
+ 0 - 1
doc/code.html


+ 11 - 5
doc/download.html

@@ -11,11 +11,14 @@
           ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js';
           var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s);
           })();
-        </script></head><body><table><tr><td class="menu"><div class="menu1"><br /><div><a href="./goodies/logo1920x1200.png"><img class="menu-img" src="./common/logo.png" alt="GLM Logo" /></a></div><br /><div><a class="menu" href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.3/glm-0.9.2.3.zip/download">
-			Download GLM 0.9.2.3</a></div></div><br /><div class="menu2"><a href="./index.html">Front page</a></div><div class="menu2"><a href="./download.html">Downloads</a></div><div class="menu2"><a href="http://www.opengl.org/sdk/libs/GLM/">OpenGL SDK page</a></div><br /><div class="menu2"><a href="./glm-0.9.2.pdf">GLM Manual</a></div><div class="menu2"><a href="./api-0.9.2/index.html">GLM API</a></div><div class="menu2"><a href="./code.html">Code samples</a></div><div class="menu2"><a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf">GLSL Specification</a></div><div class="menu2"><a href="http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&amp;Board=10&amp;page=1">OpenGL.org Toolkits forum</a></div><br /><div class="menu2"><a href="https://sourceforge.net/apps/trac/ogl-math/newticket">Report a bug</a></div><div class="menu2"><a href="https://sourceforge.net/projects/ogl-math/">SourceForge page</a></div><div class="menu2"><a href="http://www.g-truc.net/project-0016.html#menu">G-Truc Creation page</a></div><div class="menu2"><a href="http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=summary">Browse Git repository</a></div><div class="menu2"><a href="http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=snapshot;h=HEAD;sf=tgz">Source snapshot</a></div><br /><br /><div class="menu2"><a href="http://www.g-truc.net"><img class="menu-img" src="./common/g-truc.png" alt="G-Truc" /></a></div><br /></td><td class="page"><div class="title1"><img src="./common/title.png" alt="OpenGL Mathematics" /></div><div class="title3">GLSL + Optional features = OpenGL Mathematics (GLM)<br />A C++ mathematics library for graphics programming<br /></div><br /><br /><div><div class="title4">Current release</div></div><div class="issue-content">08/06/2011:
-                <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.3/glm-0.9.2.3.zip/download">GLM 0.9.2.3</a>
+        </script></head><body><table><tr><td class="menu"><div class="menu1"><br /><div><a href="./goodies/logo1920x1200.png"><img class="menu-img" src="./common/logo.png" alt="GLM Logo" /></a></div><br /><div><a class="menu" href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.6/glm-0.9.2.6.zip/download">
+			Download GLM 0.9.2.6</a></div></div><br /><div class="menu2"><a href="./index.html">Front page</a></div><div class="menu2"><a href="./download.html">Downloads</a></div><div class="menu2"><a href="http://www.opengl.org/sdk/libs/GLM/">OpenGL SDK page</a></div><br /><div class="menu2"><a href="./glm-0.9.2.pdf">GLM Manual</a></div><div class="menu2"><a href="./api-0.9.2/index.html">GLM API</a></div><div class="menu2"><a href="./code.html">Code samples</a></div><div class="menu2"><a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf">GLSL Specification</a></div><div class="menu2"><a href="http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&amp;Board=10&amp;page=1">OpenGL.org Toolkits forum</a></div><br /><div class="menu2"><a href="https://sourceforge.net/apps/trac/ogl-math/newticket">Report a bug</a></div><div class="menu2"><a href="https://sourceforge.net/projects/ogl-math/">SourceForge page</a></div><div class="menu2"><a href="http://www.g-truc.net/project-0016.html#menu">G-Truc Creation page</a></div><div class="menu2"><a href="http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=summary">Browse Git repository</a></div><div class="menu2"><a href="http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=snapshot;h=HEAD;sf=tgz">Source snapshot</a></div><br /><br /><div class="menu2"><a href="http://www.g-truc.net"><img class="menu-img" src="./common/g-truc.png" alt="G-Truc" /></a></div><br /></td><td class="page"><div class="title1"><img src="./common/title.png" alt="OpenGL Mathematics" /></div><div class="title3">GLSL + Optional features = OpenGL Mathematics (GLM)<br />A C++ mathematics library for graphics programming<br /></div><br /><br /><div><div class="title4">Current release</div></div><div class="issue-content">01/10/2011:
+                <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.6/glm-0.9.2.6.zip/download">GLM 0.9.2.6</a>
                 (3.4 MB)
-              </div><div class="news-separator">_________________</div><br /><div><div class="title4">GLM - zip files</div><div class="issue-content">08/06/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.3/glm-0.9.2.3.zip/download">GLM 0.9.2.3</a> (3.4 MB)
+              </div><div class="news-separator">_________________</div><br /><div><div class="title4">GLM - zip files</div><div class="issue-content">01/10/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.6/glm-0.9.2.6.zip/download">GLM 0.9.2.6</a> (3.4 MB)
+    </div><div class="issue-content">20/09/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.5/glm-0.9.2.5.zip/download">GLM 0.9.2.5</a> (3.4 MB)
+    </div><div class="issue-content">03/09/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.4/glm-0.9.2.4.zip/download">GLM 0.9.2.4</a> (3.4 MB)
+    </div><div class="issue-content">08/06/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.3/glm-0.9.2.3.zip/download">GLM 0.9.2.3</a> (3.4 MB)
     </div><div class="issue-content">02/06/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.2/glm-0.9.2.2.zip/download">GLM 0.9.2.2</a> (3.4 MB)
     </div><div class="issue-content">24/05/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.1/glm-0.9.2.1.zip/download">GLM 0.9.2.1</a> (3.4 MB)
     </div><div class="issue-content">08/05/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.0/glm-0.9.2.0.zip/download">GLM 0.9.2.0</a> (3.4 MB)
@@ -76,7 +79,10 @@
     </div><div class="issue-content">02/19/2006: <a href="http://prdownloads.sourceforge.net/glf/glm-0.3.zip?download">GLM 0.3.0.0</a> (945 KB)
     </div><div class="issue-content">05/05/2005: <a href="http://prdownloads.sourceforge.net/glf/glm-0.2.zip?download">GLM 0.2.0.0</a> (194 KB)
     </div><div class="issue-content">02/21/2005: <a href="http://prdownloads.sourceforge.net/glf/glm-0.1-ur.zip?download">GLM 0.1.0.0</a> (29.2 KB)
-    </div></div><div class="news-separator">_________________</div><br /><div><div class="title4">GLM - 7z files</div><div class="issue-content">08/06/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.3/glm-0.9.2.3.7z/download">GLM 0.9.2.3</a> (2.1 MB)
+    </div></div><div class="news-separator">_________________</div><br /><div><div class="title4">GLM - 7z files</div><div class="issue-content">01/10/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.6/glm-0.9.2.6.7z/download">GLM 0.9.2.6</a> (2.1 MB)
+    </div><div class="issue-content">20/09/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.5/glm-0.9.2.5.7z/download">GLM 0.9.2.5</a> (2.1 MB)
+    </div><div class="issue-content">03/09/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.4/glm-0.9.2.4.7z/download">GLM 0.9.2.4</a> (2.1 MB)
+    </div><div class="issue-content">08/06/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.3/glm-0.9.2.3.7z/download">GLM 0.9.2.3</a> (2.1 MB)
     </div><div class="issue-content">02/06/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.2/glm-0.9.2.2.7z/download">GLM 0.9.2.2</a> (2.1 MB)
     </div><div class="issue-content">24/05/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.1/glm-0.9.2.1.7z/download">GLM 0.9.2.1</a> (2.1 MB)
     </div><div class="issue-content">08/05/2011: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.0/glm-0.9.2.0.7z/download">GLM 0.9.2.0</a> (2.1 MB)

Файловите разлики са ограничени, защото са твърде много
+ 0 - 1
doc/goodies.html


+ 12 - 4
doc/index.html

@@ -11,8 +11,8 @@
           ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js';
           var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s);
           })();
-        </script></head><body><table><tr><td class="menu"><div class="menu1"><br /><div><a href="./goodies/logo1920x1200.png"><img class="menu-img" src="./common/logo.png" alt="GLM Logo" /></a></div><br /><div><a class="menu" href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.3/glm-0.9.2.3.zip/download">
-			Download GLM 0.9.2.3</a></div></div><br /><div class="menu2"><a href="./index.html">Front page</a></div><div class="menu2"><a href="./download.html">Downloads</a></div><div class="menu2"><a href="http://www.opengl.org/sdk/libs/GLM/">OpenGL SDK page</a></div><br /><div class="menu2"><a href="./glm-0.9.2.pdf">GLM Manual</a></div><div class="menu2"><a href="./api-0.9.2/index.html">GLM API</a></div><div class="menu2"><a href="./code.html">Code samples</a></div><div class="menu2"><a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf">GLSL Specification</a></div><div class="menu2"><a href="http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&amp;Board=10&amp;page=1">OpenGL.org Toolkits forum</a></div><br /><div class="menu2"><a href="https://sourceforge.net/apps/trac/ogl-math/newticket">Report a bug</a></div><div class="menu2"><a href="https://sourceforge.net/projects/ogl-math/">SourceForge page</a></div><div class="menu2"><a href="http://www.g-truc.net/project-0016.html#menu">G-Truc Creation page</a></div><div class="menu2"><a href="http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=summary">Browse Git repository</a></div><div class="menu2"><a href="http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=snapshot;h=HEAD;sf=tgz">Source snapshot</a></div><br /><br /><div class="menu2"><a href="http://www.g-truc.net"><img class="menu-img" src="./common/g-truc.png" alt="G-Truc" /></a></div><br /></td><td class="page"><div class="title1"><img src="./common/title.png" alt="OpenGL Mathematics" /></div><div class="title3">GLSL + Optional features = OpenGL Mathematics (GLM)<br />A C++ mathematics library for graphics programming<br /></div><br /><br /><p>
+        </script></head><body><table><tr><td class="menu"><div class="menu1"><br /><div><a href="./goodies/logo1920x1200.png"><img class="menu-img" src="./common/logo.png" alt="GLM Logo" /></a></div><br /><div><a class="menu" href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.6/glm-0.9.2.6.zip/download">
+			Download GLM 0.9.2.6</a></div></div><br /><div class="menu2"><a href="./index.html">Front page</a></div><div class="menu2"><a href="./download.html">Downloads</a></div><div class="menu2"><a href="http://www.opengl.org/sdk/libs/GLM/">OpenGL SDK page</a></div><br /><div class="menu2"><a href="./glm-0.9.2.pdf">GLM Manual</a></div><div class="menu2"><a href="./api-0.9.2/index.html">GLM API</a></div><div class="menu2"><a href="./code.html">Code samples</a></div><div class="menu2"><a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf">GLSL Specification</a></div><div class="menu2"><a href="http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&amp;Board=10&amp;page=1">OpenGL.org Toolkits forum</a></div><br /><div class="menu2"><a href="https://sourceforge.net/apps/trac/ogl-math/newticket">Report a bug</a></div><div class="menu2"><a href="https://sourceforge.net/projects/ogl-math/">SourceForge page</a></div><div class="menu2"><a href="http://www.g-truc.net/project-0016.html#menu">G-Truc Creation page</a></div><div class="menu2"><a href="http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=summary">Browse Git repository</a></div><div class="menu2"><a href="http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=snapshot;h=HEAD;sf=tgz">Source snapshot</a></div><br /><br /><div class="menu2"><a href="http://www.g-truc.net"><img class="menu-img" src="./common/g-truc.png" alt="G-Truc" /></a></div><br /></td><td class="page"><div class="title1"><img src="./common/title.png" alt="OpenGL Mathematics" /></div><div class="title3">GLSL + Optional features = OpenGL Mathematics (GLM)<br />A C++ mathematics library for graphics programming<br /></div><br /><br /><p>
 			OpenGL Mathematics (GLM) is a header only C++ mathematics library for graphics software 
 			based on the <a href="http://www.opengl.org/documentation/glsl/">OpenGL Shading Language (GLSL)</a> specification.
 		</p><p>
@@ -33,8 +33,16 @@
 		</p><p>
 			Thanks for contributing to the project by <a href="https://sourceforge.net/apps/trac/ogl-math/newticket">submitting tickets</a> for bug reports and feature requests. (SF.net account required).
 			Any feedback is welcome at [email protected].
-		</p><br /><div><h3>08/06/2011 - GLM 0.9.2.3 released</h3><div><p>
-			  This version only fixes a couple a major bugs introduced in GLM 0.9.2.2. 
+		</p><br /><div><h3>01/10/2011 - GLM 0.9.2.6 released</h3><div><p>
+        Half based vector types have been fixed on GCC 4.4 and below, missing l-value swizzle operations added and a couple of other bugs squeezed down.
+      </p><p>
+        Finally, all the Visual C++ /W4 warnings should have been removed. However, for this to happen, it is required to build with the Visual C++ language extension disabled (/Za).
+      </p>Download: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.6/glm-0.9.2.6.zip/download">GLM 0.9.2.6 (zip)</a><br />Download: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.6/glm-0.9.2.6.7z/download">GLM 0.9.2.6 (7z)</a><br />Link: <a href="https://sourceforge.net/apps/trac/ogl-math/newticket">Submit a bug report</a><br /></div><br /></div><div><h3>20/09/2011 - GLM 0.9.2.5 released</h3><div><p>
+        This update fixes some major core issues including the implementation of round, floatBitToXint, pack and unpack functions.
+      </p>Download: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.5/glm-0.9.2.5.zip/download">GLM 0.9.2.5 (zip)</a><br />Download: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.5/glm-0.9.2.5.7z/download">GLM 0.9.2.5 (7z)</a><br />Link: <a href="https://sourceforge.net/apps/trac/ogl-math/newticket">Submit a bug report</a><br /></div><br /></div><div><h3>03/09/2011 - GLM 0.9.2.4 released</h3><div><p>
+			  Fixed bugs and warnings reported by GLM users. Thanks!
+		  </p>Download: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.4/glm-0.9.2.4.zip/download">GLM 0.9.2.4 (zip)</a><br />Download: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.4/glm-0.9.2.4.7z/download">GLM 0.9.2.4 (7z)</a><br />Link: <a href="https://sourceforge.net/apps/trac/ogl-math/newticket">Submit a bug report</a><br /></div><br /></div><div><h3>08/06/2011 - GLM 0.9.2.3 released</h3><div><p>
+			  This version only fixes a couple of major bugs introduced in GLM 0.9.2.2. 
 		  </p>Download: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.3/glm-0.9.2.3.zip/download">GLM 0.9.2.3 (zip)</a><br />Download: <a href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.3/glm-0.9.2.3.7z/download">GLM 0.9.2.3 (7z)</a><br />Link: <a href="https://sourceforge.net/apps/trac/ogl-math/newticket">Submit a bug report</a><br /></div><br /></div><div><h3>02/06/2011 - GLM 0.9.2.2 released</h3><div><p>
 			The main improvement of this version comes from the extended number of matrix constructors so that a programmer can used different scalar types for each parameter.
 		  </p><ul xmlns="http://www.w3.org/1999/xhtml" class="code-list"><li class="code-line"><span class="code-line-content"><span class="keyword">#include </span><span class="string">&lt;glm/glm.hpp&gt;</span></span></li><li class="code-line"><span class="code-line-content" /></li><li class="code-line"><span class="code-line-content"><span class="comment">// Create an identity matrix</span></span></li><li class="code-line"><span class="code-line-content">

+ 1 - 1
doc/pages.doxy

@@ -265,7 +265,7 @@ void foo()
 	
 	\section advanced_inline Force Inline
 	
-	GLM's functions are defined in headers, so they are defined with C++'s "inline" delcaration. 
+	GLM's functions are defined in headers, so they are defined with C++'s "inline" declaration. 
 	This does not require the compiler to inline them, however. 
 	To force the compiler to inline the function, using whatever capabilities that the compiler provides to do so, 
 	GLM_FORCE_INLINE can be defined before any inclusion of <glm/glm.hpp>.

+ 15 - 0
doc/src/data.xml

@@ -3,6 +3,7 @@
 <glm copyright="Copyright © 2005 - 2011">
   <downloads>
     <section name="GLM - zip files">
+      <download name="GLM 0.9.2.6" date="01/10/2011" size="3.4 MB" link="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.6/glm-0.9.2.6.zip/download"/>
       <download name="GLM 0.9.2.5" date="20/09/2011" size="3.4 MB" link="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.5/glm-0.9.2.5.zip/download"/>
 		<download name="GLM 0.9.2.4" date="03/09/2011" size="3.4 MB" link="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.4/glm-0.9.2.4.zip/download"/>
 		<download name="GLM 0.9.2.3" date="08/06/2011" size="3.4 MB" link="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.3/glm-0.9.2.3.zip/download"/>
@@ -68,6 +69,7 @@
       <download name="GLM 0.1.0.0" date="02/21/2005" size="29.2 KB" link="http://prdownloads.sourceforge.net/glf/glm-0.1-ur.zip?download"/>
     </section>
     <section name="GLM - 7z files">
+      <download name="GLM 0.9.2.6" date="01/10/2011" size="2.1 MB" link="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.6/glm-0.9.2.6.7z/download"/>
       <download name="GLM 0.9.2.5" date="20/09/2011" size="2.1 MB" link="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.5/glm-0.9.2.5.7z/download"/>
 		<download name="GLM 0.9.2.4" date="03/09/2011" size="2.1 MB" link="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.4/glm-0.9.2.4.7z/download"/>
 		<download name="GLM 0.9.2.3" date="08/06/2011" size="2.1 MB" link="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.3/glm-0.9.2.3.7z/download"/>
@@ -160,6 +162,19 @@
   </todo>
 
   <page_news>
+    <news index="0071" date="01/10/2011" title="GLM 0.9.2.6 released" image="goodies/logo.png" image-mini="image/logo-mini.png">
+      <paragraph>
+        Half based vector types have been fixed on GCC 4.4 and below, missing l-value swizzle operations added and a couple of other bugs squeezed down.
+      </paragraph>
+      <paragraph>
+        Finally, all the Visual C++ /W4 warnings should have been removed. However, for this to happen, it is required to build with the Visual C++ language extension disabled (/Za).
+      </paragraph>
+
+      <source type="Download" href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.6/glm-0.9.2.6.zip/download">GLM 0.9.2.6 (zip)</source>
+      <source type="Download" href="https://sourceforge.net/projects/ogl-math/files/glm-0.9.2.6/glm-0.9.2.6.7z/download">GLM 0.9.2.6 (7z)</source>
+      <source type="Link" href="https://sourceforge.net/apps/trac/ogl-math/newticket">Submit a bug report</source>
+    </news>
+    
     <news index="0070" date="20/09/2011" title="GLM 0.9.2.5 released" image="goodies/logo.png" image-mini="image/logo-mini.png">
       <paragraph>
         This update fixes some major core issues including the implementation of round, floatBitToXint, pack and unpack functions.

+ 639 - 641
glm/core/_swizzle.hpp

@@ -105,109 +105,108 @@ namespace detail
     template <typename ValueType, typename VecType, int N, int E0, int E1, int E2, int E3, int DUPLICATE_ELEMENTS>
     struct _swizzle_base2 : public _swizzle_base1<ValueType,VecType,E0,E1,E2,E3,N>
     {
-        typedef VecType         vec_type;    
-
-        _swizzle_base2& operator= (const ValueType& t)
-        {
-            for (int i = 0; i < N; ++i)
-                (*this)[i] = t;
-            return *this;
-        }
-
-        _swizzle_base2& operator= (const VecType& that)
-        {
-            struct op { 
-                void operator() (value_type& e, value_type& t) { e = t; } 
-            };
-            _apply_op(that, op());
-            return *this;
-        }
-
-        void operator -= (const VecType& that)
-        {
-            struct op { 
-                void operator() (value_type& e, value_type& t) { e -= t; } 
-            };
-            _apply_op(that, op());
-        }
-
-        void operator += (const VecType& that)
-        {
-            struct op { 
-                void operator() (value_type& e, value_type& t) { e += t; } 
-            };
-            _apply_op(that, op());
-        }
-
-        void operator *= (const VecType& that)
-        {
-            struct op { 
-                void operator() (value_type& e, value_type& t) { e *= t; } 
-            };
-            _apply_op(that, op());
-        }
-
-        void operator /= (const VecType& that)
-        {
-            struct op { 
-                void operator() (value_type& e, value_type& t) { e /= t; } 
-            };
-            _apply_op(that, op());
-        }
-
-        VecType& operator[]  (size_t i)
-        {
-            static const int offset_dst[4] = { E0, E1, E2, E3 };
-            return elem(offset_dst[i]);
-        }
-        VecType  operator[]  (size_t) const
-        {
-            static const int offset_dst[4] = { E0, E1, E2, E3 };
-            return elem(offset_dst[i]);
-        }
-    protected:
-        template <typename T>
-        void _apply_op(const VecType& that, T op)
-        {
-            // Make a copy of the data in this == &that.
-            // The copier should optimize out the copy in cases where the function is
-            // properly inlined and the copy is not necessary.
-            ValueType t[N];
-            for (int i = 0; i < N; ++i)
-                t[i] = that[i];
-            for (int i = 0; i < N; ++i)
-                op( (*this)[i], t[i] );
-        }
-
-
+		typedef VecType vec_type;
+		typedef ValueType value_type;
+
+		_swizzle_base2& operator= (const ValueType& t)
+		{
+			for (int i = 0; i < N; ++i)
+				(*this)[i] = t;
+			return *this;
+		}
+
+		_swizzle_base2& operator= (const VecType& that)
+		{
+			struct op { 
+				void operator() (value_type& e, value_type& t) { e = t; } 
+			};
+			_apply_op(that, op());
+			return *this;
+		}
+
+		void operator -= (const VecType& that)
+		{
+			struct op { 
+				void operator() (value_type& e, value_type& t) { e -= t; } 
+			};
+			_apply_op(that, op());
+		}
+
+		void operator += (const VecType& that)
+		{
+			struct op { 
+				void operator() (value_type& e, value_type& t) { e += t; } 
+			};
+			_apply_op(that, op());
+		}
+
+		void operator *= (const VecType& that)
+		{
+			struct op { 
+				void operator() (value_type& e, value_type& t) { e *= t; } 
+			};
+			_apply_op(that, op());
+		}
+
+		void operator /= (const VecType& that)
+		{
+			struct op { 
+				void operator() (value_type& e, value_type& t) { e /= t; } 
+			};
+			_apply_op(that, op());
+		}
+
+		value_type& operator[]  (size_t i)
+		{
+			static const int offset_dst[4] = { E0, E1, E2, E3 };
+			return this->elem(offset_dst[i]);
+		}
+		value_type  operator[]  (size_t i) const
+		{
+			static const int offset_dst[4] = { E0, E1, E2, E3 };
+			return this->elem(offset_dst[i]);
+		}
+	protected:
+		template <typename T>
+		void _apply_op(const VecType& that, T op)
+		{
+			// Make a copy of the data in this == &that.
+			// The copier should optimize out the copy in cases where the function is
+			// properly inlined and the copy is not necessary.
+			ValueType t[N];
+			for (int i = 0; i < N; ++i)
+				t[i] = that[i];
+			for (int i = 0; i < N; ++i)
+				op( (*this)[i], t[i] );
+		}
     };
 
-    //! Specialization for swizzles containing duplicate elements.  These cannot be modified.
-    template <typename ValueType, typename VecType, int N, int E0, int E1, int E2, int E3>
-    struct _swizzle_base2<ValueType,VecType,N,E0,E1,E2,E3,1> : public _swizzle_base1<ValueType,VecType,E0,E1,E2,E3,N>
-    {
-        typedef VecType         vec_type;        
-        typedef ValueType       value_type;
+	//! Specialization for swizzles containing duplicate elements.  These cannot be modified.
+	template <typename ValueType, typename VecType, int N, int E0, int E1, int E2, int E3>
+	struct _swizzle_base2<ValueType,VecType,N,E0,E1,E2,E3,1> : public _swizzle_base1<ValueType,VecType,E0,E1,E2,E3,N>
+	{
+		typedef VecType         vec_type;        
+		typedef ValueType       value_type;
 
-        struct Stub {};
-        _swizzle_base2& operator= (const Stub& that) {}
+		struct Stub {};
+		_swizzle_base2& operator= (const Stub& that) {}
 
-        value_type  operator[]  (size_t) const
-        {
-            static const int offset_dst[4] = { E0, E1, E2, E3 };
-            return elem(offset_dst[i]);
-        } 
-    };
+		value_type  operator[]  (size_t i) const
+		{
+			static const int offset_dst[4] = { E0, E1, E2, E3 };
+			return this->elem(offset_dst[i]);
+		} 
+	};
 
-    template <int N,typename ValueType, typename VecType, int E0,int E1,int E2,int E3>
-    struct swizzle : public _swizzle_base2<ValueType,VecType,N,E0,E1,E2,E3,(E0==E1||E0==E2||E0==E3||E1==E2||E1==E3||E2==E3)>
-    {
-        typedef _swizzle_base2<ValueType,VecType,N,E0,E1,E2,E3,(E0==E1||E0==E2||E0==E3||E1==E2||E1==E3||E2==E3)> base_type;
+	template <int N,typename ValueType, typename VecType, int E0,int E1,int E2,int E3>
+	struct swizzle : public _swizzle_base2<ValueType,VecType,N,E0,E1,E2,E3,(E0==E1||E0==E2||E0==E3||E1==E2||E1==E3||E2==E3)>
+	{
+		typedef _swizzle_base2<ValueType,VecType,N,E0,E1,E2,E3,(E0==E1||E0==E2||E0==E3||E1==E2||E1==E3||E2==E3)> base_type;
 
-        using base_type::operator=;
+		using base_type::operator=;
 
-        operator VecType () const { return (*this)(); }
-    };
+		operator VecType () const { return (*this)(); }
+	};
 
 //
 // To prevent the C++ syntax from getting entirely overwhelming, define some alias macros
@@ -221,112 +220,112 @@ namespace detail
 // Wrapper for a binary operator (e.g. u.yy + v.zy)
 //
 #define _GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND)                 \
-    _GLM_SWIZZLE_TEMPLATE2                                                          \
-    V operator OPERAND ( const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE2& b)  \
-    {                                                                               \
-        return a() OPERAND b();                                                     \
-    }                                                                               \
-    _GLM_SWIZZLE_TEMPLATE1                                                          \
-    V operator OPERAND ( const _GLM_SWIZZLE_TYPE1& a, const V& b)                   \
-    {                                                                               \
-        return a() OPERAND b;                                                       \
-    }                                                                               \
-    _GLM_SWIZZLE_TEMPLATE1                                                          \
-    V operator OPERAND ( const V& a, const _GLM_SWIZZLE_TYPE1& b)                   \
-    {                                                                               \
-        return a OPERAND b();                                                       \
-    }
+	_GLM_SWIZZLE_TEMPLATE2                                                          \
+	V operator OPERAND ( const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE2& b)  \
+	{                                                                               \
+		return a() OPERAND b();                                                     \
+	}                                                                               \
+	_GLM_SWIZZLE_TEMPLATE1                                                          \
+	V operator OPERAND ( const _GLM_SWIZZLE_TYPE1& a, const V& b)                   \
+	{                                                                               \
+		return a() OPERAND b;                                                       \
+	}                                                                               \
+	_GLM_SWIZZLE_TEMPLATE1                                                          \
+	V operator OPERAND ( const V& a, const _GLM_SWIZZLE_TYPE1& b)                   \
+	{                                                                               \
+		return a OPERAND b();                                                       \
+	}
 
 //
 // Wrapper for a operand between a swizzle and a binary (e.g. 1.0f - u.xyz)
 //
 #define _GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND)                 \
-    _GLM_SWIZZLE_TEMPLATE1                                                          \
-    V operator OPERAND ( const _GLM_SWIZZLE_TYPE1& a, const T& b)                   \
-    {                                                                               \
-        return a() OPERAND b;                                                       \
-    }                                                                               \
-    _GLM_SWIZZLE_TEMPLATE1                                                          \
-    V operator OPERAND ( const T& a, const _GLM_SWIZZLE_TYPE1& b)                   \
-    {                                                                               \
-        return a OPERAND b();                                                       \
-    }
+	_GLM_SWIZZLE_TEMPLATE1                                                          \
+	V operator OPERAND ( const _GLM_SWIZZLE_TYPE1& a, const T& b)                   \
+	{                                                                               \
+		return a() OPERAND b;                                                       \
+	}                                                                               \
+	_GLM_SWIZZLE_TEMPLATE1                                                          \
+	V operator OPERAND ( const T& a, const _GLM_SWIZZLE_TYPE1& b)                   \
+	{                                                                               \
+		return a OPERAND b();                                                       \
+	}
 
 //
 // Macro for wrapping a function taking one argument (e.g. abs())
 //
 #define _GLM_SWIZZLE_FUNCTION_1_ARGS(RETURN_TYPE,FUNCTION)                          \
-    _GLM_SWIZZLE_TEMPLATE1                                                          \
-    typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a)  \
-    {                                                                               \
-        return FUNCTION(a());                                                       \
-    }
+	_GLM_SWIZZLE_TEMPLATE1                                                          \
+	typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a)  \
+	{                                                                               \
+		return FUNCTION(a());                                                       \
+	}
 
 //
 // Macro for wrapping a function taking two vector arguments (e.g. dot()).
 //
 #define _GLM_SWIZZLE_FUNCTION_2_ARGS(RETURN_TYPE,FUNCTION)                                                      \
-    _GLM_SWIZZLE_TEMPLATE2                                                                                      \
-    typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE2& b) \
-    {                                                                                                           \
-        return FUNCTION(a(), b());                                                                              \
-    }                                                                                                           \
-    _GLM_SWIZZLE_TEMPLATE1                                                                                      \
-    typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE1& b) \
-    {                                                                                                           \
-        return FUNCTION(a(), b());                                                                              \
-    }                                                                                                           \
-    _GLM_SWIZZLE_TEMPLATE1                                                                                      \
-    typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const typename V& b)         \
-    {                                                                                                           \
-        return FUNCTION(a(), b);                                                                                \
-    }                                                                                                           \
-    _GLM_SWIZZLE_TEMPLATE1                                                                                      \
-    typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const V& a, const _GLM_SWIZZLE_TYPE1& b)                  \
-    {                                                                                                           \
-        return FUNCTION(a, b());                                                                                \
-    } 
+	_GLM_SWIZZLE_TEMPLATE2                                                                                      \
+	typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE2& b) \
+	{                                                                                                           \
+		return FUNCTION(a(), b());                                                                              \
+	}                                                                                                           \
+	_GLM_SWIZZLE_TEMPLATE1                                                                                      \
+	typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE1& b) \
+	{                                                                                                           \
+		return FUNCTION(a(), b());                                                                              \
+	}                                                                                                           \
+	_GLM_SWIZZLE_TEMPLATE1                                                                                      \
+	typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const typename V& b)         \
+	{                                                                                                           \
+		return FUNCTION(a(), b);                                                                                \
+	}                                                                                                           \
+	_GLM_SWIZZLE_TEMPLATE1                                                                                      \
+	typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const V& a, const _GLM_SWIZZLE_TYPE1& b)                  \
+	{                                                                                                           \
+		return FUNCTION(a, b());                                                                                \
+	} 
 
 //
 // Macro for wrapping a function take 2 vec arguments followed by a scalar (e.g. mix()).
 //
 #define _GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(RETURN_TYPE,FUNCTION)                                                             \
-    _GLM_SWIZZLE_TEMPLATE2                                                                                                    \
-    typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE2& b, const T& c)   \
-    {                                                                                                                         \
-        return FUNCTION(a(), b(), c);                                                                                         \
-    }                                                                                                                         \
-    _GLM_SWIZZLE_TEMPLATE1                                                                                                    \
-    typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE1& b, const T& c)   \
-    {                                                                                                                         \
-        return FUNCTION(a(), b(), c);                                                                                         \
-    }                                                                                                                         \
-    _GLM_SWIZZLE_TEMPLATE1                                                                                                    \
-    typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const typename S0::vec_type& b, const T& c)\
-    {                                                                                                                         \
-        return FUNCTION(a(), b, c);                                                                                           \
-    }                                                                                                                         \
-    _GLM_SWIZZLE_TEMPLATE1                                                                                                    \
-    typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const typename V& a, const _GLM_SWIZZLE_TYPE1& b, const T& c)           \
-    {                                                                                                                         \
-        return FUNCTION(a, b(), c);                                                                                           \
-    } 
+	_GLM_SWIZZLE_TEMPLATE2                                                                                                    \
+	typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE2& b, const T& c)   \
+	{                                                                                                                         \
+		return FUNCTION(a(), b(), c);                                                                                         \
+	}                                                                                                                         \
+	_GLM_SWIZZLE_TEMPLATE1                                                                                                    \
+	typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE1& b, const T& c)   \
+	{                                                                                                                         \
+		return FUNCTION(a(), b(), c);                                                                                         \
+	}                                                                                                                         \
+	_GLM_SWIZZLE_TEMPLATE1                                                                                                    \
+	typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const typename S0::vec_type& b, const T& c)\
+	{                                                                                                                         \
+		return FUNCTION(a(), b, c);                                                                                           \
+	}                                                                                                                         \
+	_GLM_SWIZZLE_TEMPLATE1                                                                                                    \
+	typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const typename V& a, const _GLM_SWIZZLE_TYPE1& b, const T& c)           \
+	{                                                                                                                         \
+		return FUNCTION(a, b(), c);                                                                                           \
+	} 
  
 }//namespace detail 
 }//namespace glm
 
 namespace glm
 {
-    namespace detail
-    {
-        _GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(-)
-        _GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(*)
+	namespace detail
+	{
+		_GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(-)
+		_GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(*)
         
-        _GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(+)
-        _GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(-)
-        _GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(*)
-        _GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(/)
-    }
+		_GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(+)
+		_GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(-)
+		_GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(*)
+		_GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(/)
+	}
 
     //
     // Swizzles are distinct types from the unswizzled type.  The below macros will
@@ -351,489 +350,488 @@ namespace glm
 }
 
 #define _GLM_SWIZZLE2_2_MEMBERS(T,P,E0,E1) \
-    struct { glm::detail::swizzle<2,T,P,0,0,-1,-2> E0 ## E0; }; \
-    struct { glm::detail::swizzle<2,T,P,0,1,-1,-2> E0 ## E1; }; \
-    struct { glm::detail::swizzle<2,T,P,1,0,-1,-2> E1 ## E0; }; \
-    struct { glm::detail::swizzle<2,T,P,1,1,-1,-2> E1 ## E1; }; 
+	struct { glm::detail::swizzle<2,T,P,0,0,-1,-2> E0 ## E0; }; \
+	struct { glm::detail::swizzle<2,T,P,0,1,-1,-2> E0 ## E1; }; \
+	struct { glm::detail::swizzle<2,T,P,1,0,-1,-2> E1 ## E0; }; \
+	struct { glm::detail::swizzle<2,T,P,1,1,-1,-2> E1 ## E1; }; 
 
 #define _GLM_SWIZZLE2_3_MEMBERS(T,P2,E0,E1) \
-    struct { glm::detail::swizzle<3,T,P2,0,0,0,-1> E0 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P2,0,0,1,-1> E0 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P2,0,1,0,-1> E0 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P2,0,1,1,-1> E0 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P2,1,0,0,-1> E1 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P2,1,0,1,-1> E1 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P2,1,1,0,-1> E1 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P2,1,1,1,-1> E1 ## E1 ## E1; };  
+	struct { glm::detail::swizzle<3,T,P2,0,0,0,-1> E0 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P2,0,0,1,-1> E0 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P2,0,1,0,-1> E0 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P2,0,1,1,-1> E0 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P2,1,0,0,-1> E1 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P2,1,0,1,-1> E1 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P2,1,1,0,-1> E1 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P2,1,1,1,-1> E1 ## E1 ## E1; };  
 
 #define _GLM_SWIZZLE2_4_MEMBERS(T,P2,E0,E1) \
-    struct { glm::detail::swizzle<4,T,P2,0,0,0,0> E0 ## E0 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,0,0,1> E0 ## E0 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,0,1,0> E0 ## E0 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,0,1,1> E0 ## E0 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,1,0,0> E0 ## E1 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,1,0,1> E0 ## E1 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,1,1,0> E0 ## E1 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,1,1,1> E0 ## E1 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,0,0,0> E1 ## E0 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,0,0,1> E1 ## E0 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,0,1,0> E1 ## E0 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,0,1,1> E1 ## E0 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,1,0,0> E1 ## E1 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,1,0,1> E1 ## E1 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,1,1,0> E1 ## E1 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,1,1,1> E1 ## E1 ## E1 ## E1; };  
+	struct { glm::detail::swizzle<4,T,P2,0,0,0,0> E0 ## E0 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,0,0,1> E0 ## E0 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,0,1,0> E0 ## E0 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,0,1,1> E0 ## E0 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,1,0,0> E0 ## E1 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,1,0,1> E0 ## E1 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,1,1,0> E0 ## E1 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,1,1,1> E0 ## E1 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,0,0,0> E1 ## E0 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,0,0,1> E1 ## E0 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,0,1,0> E1 ## E0 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,0,1,1> E1 ## E0 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,1,0,0> E1 ## E1 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,1,0,1> E1 ## E1 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,1,1,0> E1 ## E1 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,1,1,1> E1 ## E1 ## E1 ## E1; };  
 
 #define _GLM_SWIZZLE3_2_MEMBERS(T,P2,E0,E1,E2) \
-    struct { glm::detail::swizzle<2,T,P2,0,0,-1,-2> E0 ## E0; }; \
-    struct { glm::detail::swizzle<2,T,P2,0,1,-1,-2> E0 ## E1; }; \
-    struct { glm::detail::swizzle<2,T,P2,0,2,-1,-2> E0 ## E2; }; \
-    struct { glm::detail::swizzle<2,T,P2,1,0,-1,-2> E1 ## E0; }; \
-    struct { glm::detail::swizzle<2,T,P2,1,1,-1,-2> E1 ## E1; }; \
-    struct { glm::detail::swizzle<2,T,P2,1,2,-1,-2> E1 ## E2; }; \
-    struct { glm::detail::swizzle<2,T,P2,2,0,-1,-2> E2 ## E0; }; \
-    struct { glm::detail::swizzle<2,T,P2,2,1,-1,-2> E2 ## E1; }; \
-    struct { glm::detail::swizzle<2,T,P2,2,2,-1,-2> E2 ## E2; }; 
+	struct { glm::detail::swizzle<2,T,P2,0,0,-1,-2> E0 ## E0; }; \
+	struct { glm::detail::swizzle<2,T,P2,0,1,-1,-2> E0 ## E1; }; \
+	struct { glm::detail::swizzle<2,T,P2,0,2,-1,-2> E0 ## E2; }; \
+	struct { glm::detail::swizzle<2,T,P2,1,0,-1,-2> E1 ## E0; }; \
+	struct { glm::detail::swizzle<2,T,P2,1,1,-1,-2> E1 ## E1; }; \
+	struct { glm::detail::swizzle<2,T,P2,1,2,-1,-2> E1 ## E2; }; \
+	struct { glm::detail::swizzle<2,T,P2,2,0,-1,-2> E2 ## E0; }; \
+	struct { glm::detail::swizzle<2,T,P2,2,1,-1,-2> E2 ## E1; }; \
+	struct { glm::detail::swizzle<2,T,P2,2,2,-1,-2> E2 ## E2; }; 
 
 #define _GLM_SWIZZLE3_3_MEMBERS(T,P,E0,E1,E2) \
-    struct { glm::detail::swizzle<3,T,P,0,0,0,-1> E0 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,0,0,1,-1> E0 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,0,0,2,-1> E0 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,0,1,0,-1> E0 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,0,1,1,-1> E0 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,0,1,2,-1> E0 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,0,2,0,-1> E0 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,0,2,1,-1> E0 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,0,2,2,-1> E0 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,1,0,0,-1> E1 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,1,0,1,-1> E1 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,1,0,2,-1> E1 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,1,1,0,-1> E1 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,1,1,1,-1> E1 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,1,1,2,-1> E1 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,1,2,0,-1> E1 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,1,2,1,-1> E1 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,1,2,2,-1> E1 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,2,0,0,-1> E2 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,2,0,1,-1> E2 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,2,0,2,-1> E2 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,2,1,0,-1> E2 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,2,1,1,-1> E2 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,2,1,2,-1> E2 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,2,2,0,-1> E2 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,2,2,1,-1> E2 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,2,2,2,-1> E2 ## E2 ## E2; };
+	struct { glm::detail::swizzle<3,T,P,0,0,0,-1> E0 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,0,0,1,-1> E0 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,0,0,2,-1> E0 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,0,1,0,-1> E0 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,0,1,1,-1> E0 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,0,1,2,-1> E0 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,0,2,0,-1> E0 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,0,2,1,-1> E0 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,0,2,2,-1> E0 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,1,0,0,-1> E1 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,1,0,1,-1> E1 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,1,0,2,-1> E1 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,1,1,0,-1> E1 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,1,1,1,-1> E1 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,1,1,2,-1> E1 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,1,2,0,-1> E1 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,1,2,1,-1> E1 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,1,2,2,-1> E1 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,2,0,0,-1> E2 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,2,0,1,-1> E2 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,2,0,2,-1> E2 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,2,1,0,-1> E2 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,2,1,1,-1> E2 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,2,1,2,-1> E2 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,2,2,0,-1> E2 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,2,2,1,-1> E2 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,2,2,2,-1> E2 ## E2 ## E2; };
 
 #define _GLM_SWIZZLE3_4_MEMBERS(T,P2,E0,E1,E2) \
-    struct { glm::detail::swizzle<4,T,P2,0,0,0,0> E0 ## E0 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,0,0,1> E0 ## E0 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,0,0,2> E0 ## E0 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,0,1,0> E0 ## E0 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,0,1,1> E0 ## E0 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,0,1,2> E0 ## E0 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,0,2,0> E0 ## E0 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,0,2,1> E0 ## E0 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,0,2,2> E0 ## E0 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,1,0,0> E0 ## E1 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,1,0,1> E0 ## E1 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,1,0,2> E0 ## E1 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,1,1,0> E0 ## E1 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,1,1,1> E0 ## E1 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,1,1,2> E0 ## E1 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,1,2,0> E0 ## E1 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,1,2,1> E0 ## E1 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,1,2,2> E0 ## E1 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,2,0,0> E0 ## E2 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,2,0,1> E0 ## E2 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,2,0,2> E0 ## E2 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,2,1,0> E0 ## E2 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,2,1,1> E0 ## E2 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,2,1,2> E0 ## E2 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,2,2,0> E0 ## E2 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,2,2,1> E0 ## E2 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,0,2,2,2> E0 ## E2 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,0,0,0> E1 ## E0 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,0,0,1> E1 ## E0 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,0,0,2> E1 ## E0 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,0,1,0> E1 ## E0 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,0,1,1> E1 ## E0 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,0,1,2> E1 ## E0 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,0,2,0> E1 ## E0 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,0,2,1> E1 ## E0 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,0,2,2> E1 ## E0 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,1,0,0> E1 ## E1 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,1,0,1> E1 ## E1 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,1,0,2> E1 ## E1 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,1,1,0> E1 ## E1 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,1,1,1> E1 ## E1 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,1,1,2> E1 ## E1 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,1,2,0> E1 ## E1 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,1,2,1> E1 ## E1 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,1,2,2> E1 ## E1 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,2,0,0> E1 ## E2 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,2,0,1> E1 ## E2 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,2,0,2> E1 ## E2 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,2,1,0> E1 ## E2 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,2,1,1> E1 ## E2 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,2,1,2> E1 ## E2 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,2,2,0> E1 ## E2 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,2,2,1> E1 ## E2 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,1,2,2,2> E1 ## E2 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,0,0,0> E2 ## E0 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,0,0,1> E2 ## E0 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,0,0,2> E2 ## E0 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,0,1,0> E2 ## E0 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,0,1,1> E2 ## E0 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,0,1,2> E2 ## E0 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,0,2,0> E2 ## E0 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,0,2,1> E2 ## E0 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,0,2,2> E2 ## E0 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,1,0,0> E2 ## E1 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,1,0,1> E2 ## E1 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,1,0,2> E2 ## E1 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,1,1,0> E2 ## E1 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,1,1,1> E2 ## E1 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,1,1,2> E2 ## E1 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,1,2,0> E2 ## E1 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,1,2,1> E2 ## E1 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,1,2,2> E2 ## E1 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,2,0,0> E2 ## E2 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,2,0,1> E2 ## E2 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,2,0,2> E2 ## E2 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,2,1,0> E2 ## E2 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,2,1,1> E2 ## E2 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,2,1,2> E2 ## E2 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,2,2,0> E2 ## E2 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,2,2,1> E2 ## E2 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P2,2,2,2,2> E2 ## E2 ## E2 ## E2; }; 
+	struct { glm::detail::swizzle<4,T,P2,0,0,0,0> E0 ## E0 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,0,0,1> E0 ## E0 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,0,0,2> E0 ## E0 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,0,1,0> E0 ## E0 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,0,1,1> E0 ## E0 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,0,1,2> E0 ## E0 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,0,2,0> E0 ## E0 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,0,2,1> E0 ## E0 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,0,2,2> E0 ## E0 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,1,0,0> E0 ## E1 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,1,0,1> E0 ## E1 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,1,0,2> E0 ## E1 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,1,1,0> E0 ## E1 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,1,1,1> E0 ## E1 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,1,1,2> E0 ## E1 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,1,2,0> E0 ## E1 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,1,2,1> E0 ## E1 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,1,2,2> E0 ## E1 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,2,0,0> E0 ## E2 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,2,0,1> E0 ## E2 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,2,0,2> E0 ## E2 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,2,1,0> E0 ## E2 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,2,1,1> E0 ## E2 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,2,1,2> E0 ## E2 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,2,2,0> E0 ## E2 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,2,2,1> E0 ## E2 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,0,2,2,2> E0 ## E2 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,0,0,0> E1 ## E0 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,0,0,1> E1 ## E0 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,0,0,2> E1 ## E0 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,0,1,0> E1 ## E0 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,0,1,1> E1 ## E0 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,0,1,2> E1 ## E0 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,0,2,0> E1 ## E0 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,0,2,1> E1 ## E0 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,0,2,2> E1 ## E0 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,1,0,0> E1 ## E1 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,1,0,1> E1 ## E1 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,1,0,2> E1 ## E1 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,1,1,0> E1 ## E1 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,1,1,1> E1 ## E1 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,1,1,2> E1 ## E1 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,1,2,0> E1 ## E1 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,1,2,1> E1 ## E1 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,1,2,2> E1 ## E1 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,2,0,0> E1 ## E2 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,2,0,1> E1 ## E2 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,2,0,2> E1 ## E2 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,2,1,0> E1 ## E2 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,2,1,1> E1 ## E2 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,2,1,2> E1 ## E2 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,2,2,0> E1 ## E2 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,2,2,1> E1 ## E2 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,1,2,2,2> E1 ## E2 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,0,0,0> E2 ## E0 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,0,0,1> E2 ## E0 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,0,0,2> E2 ## E0 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,0,1,0> E2 ## E0 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,0,1,1> E2 ## E0 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,0,1,2> E2 ## E0 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,0,2,0> E2 ## E0 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,0,2,1> E2 ## E0 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,0,2,2> E2 ## E0 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,1,0,0> E2 ## E1 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,1,0,1> E2 ## E1 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,1,0,2> E2 ## E1 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,1,1,0> E2 ## E1 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,1,1,1> E2 ## E1 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,1,1,2> E2 ## E1 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,1,2,0> E2 ## E1 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,1,2,1> E2 ## E1 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,1,2,2> E2 ## E1 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,2,0,0> E2 ## E2 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,2,0,1> E2 ## E2 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,2,0,2> E2 ## E2 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,2,1,0> E2 ## E2 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,2,1,1> E2 ## E2 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,2,1,2> E2 ## E2 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,2,2,0> E2 ## E2 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,2,2,1> E2 ## E2 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P2,2,2,2,2> E2 ## E2 ## E2 ## E2; }; 
 
 #define _GLM_SWIZZLE4_2_MEMBERS(T,P,E0,E1,E2,E3) \
-    struct { glm::detail::swizzle<2,T,P,0,0,-1,-2> E0 ## E0; }; \
-    struct { glm::detail::swizzle<2,T,P,0,1,-1,-2> E0 ## E1; }; \
-    struct { glm::detail::swizzle<2,T,P,0,2,-1,-2> E0 ## E2; }; \
-    struct { glm::detail::swizzle<2,T,P,0,3,-1,-2> E0 ## E3; }; \
-    struct { glm::detail::swizzle<2,T,P,1,0,-1,-2> E1 ## E0; }; \
-    struct { glm::detail::swizzle<2,T,P,1,1,-1,-2> E1 ## E1; }; \
-    struct { glm::detail::swizzle<2,T,P,1,2,-1,-2> E1 ## E2; }; \
-    struct { glm::detail::swizzle<2,T,P,1,3,-1,-2> E1 ## E3; }; \
-    struct { glm::detail::swizzle<2,T,P,2,0,-1,-2> E2 ## E0; }; \
-    struct { glm::detail::swizzle<2,T,P,2,1,-1,-2> E2 ## E1; }; \
-    struct { glm::detail::swizzle<2,T,P,2,2,-1,-2> E2 ## E2; }; \
-    struct { glm::detail::swizzle<2,T,P,2,3,-1,-2> E2 ## E3; }; \
-    struct { glm::detail::swizzle<2,T,P,3,0,-1,-2> E3 ## E0; }; \
-    struct { glm::detail::swizzle<2,T,P,3,1,-1,-2> E3 ## E1; }; \
-    struct { glm::detail::swizzle<2,T,P,3,2,-1,-2> E3 ## E2; }; \
-    struct { glm::detail::swizzle<2,T,P,3,3,-1,-2> E3 ## E3; }; 
+	struct { glm::detail::swizzle<2,T,P,0,0,-1,-2> E0 ## E0; }; \
+	struct { glm::detail::swizzle<2,T,P,0,1,-1,-2> E0 ## E1; }; \
+	struct { glm::detail::swizzle<2,T,P,0,2,-1,-2> E0 ## E2; }; \
+	struct { glm::detail::swizzle<2,T,P,0,3,-1,-2> E0 ## E3; }; \
+	struct { glm::detail::swizzle<2,T,P,1,0,-1,-2> E1 ## E0; }; \
+	struct { glm::detail::swizzle<2,T,P,1,1,-1,-2> E1 ## E1; }; \
+	struct { glm::detail::swizzle<2,T,P,1,2,-1,-2> E1 ## E2; }; \
+	struct { glm::detail::swizzle<2,T,P,1,3,-1,-2> E1 ## E3; }; \
+	struct { glm::detail::swizzle<2,T,P,2,0,-1,-2> E2 ## E0; }; \
+	struct { glm::detail::swizzle<2,T,P,2,1,-1,-2> E2 ## E1; }; \
+	struct { glm::detail::swizzle<2,T,P,2,2,-1,-2> E2 ## E2; }; \
+	struct { glm::detail::swizzle<2,T,P,2,3,-1,-2> E2 ## E3; }; \
+	struct { glm::detail::swizzle<2,T,P,3,0,-1,-2> E3 ## E0; }; \
+	struct { glm::detail::swizzle<2,T,P,3,1,-1,-2> E3 ## E1; }; \
+	struct { glm::detail::swizzle<2,T,P,3,2,-1,-2> E3 ## E2; }; \
+	struct { glm::detail::swizzle<2,T,P,3,3,-1,-2> E3 ## E3; }; 
 
 #define _GLM_SWIZZLE4_3_MEMBERS(T,P,E0,E1,E2,E3) \
-    struct { glm::detail::swizzle<3,T,P,0,0,0,-1> E0 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,0,0,1,-1> E0 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,0,0,2,-1> E0 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,0,0,3,-1> E0 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,0,1,0,-1> E0 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,0,1,1,-1> E0 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,0,1,2,-1> E0 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,0,1,3,-1> E0 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,0,2,0,-1> E0 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,0,2,1,-1> E0 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,0,2,2,-1> E0 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,0,2,3,-1> E0 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,0,3,0,-1> E0 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,0,3,1,-1> E0 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,0,3,2,-1> E0 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,0,3,3,-1> E0 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,1,0,0,-1> E1 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,1,0,1,-1> E1 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,1,0,2,-1> E1 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,1,0,3,-1> E1 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,1,1,0,-1> E1 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,1,1,1,-1> E1 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,1,1,2,-1> E1 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,1,1,3,-1> E1 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,1,2,0,-1> E1 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,1,2,1,-1> E1 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,1,2,2,-1> E1 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,1,2,3,-1> E1 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,1,3,0,-1> E1 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,1,3,1,-1> E1 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,1,3,2,-1> E1 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,1,3,3,-1> E1 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,2,0,0,-1> E2 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,2,0,1,-1> E2 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,2,0,2,-1> E2 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,2,0,3,-1> E2 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,2,1,0,-1> E2 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,2,1,1,-1> E2 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,2,1,2,-1> E2 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,2,1,3,-1> E2 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,2,2,0,-1> E2 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,2,2,1,-1> E2 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,2,2,2,-1> E2 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,2,2,3,-1> E2 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,2,3,0,-1> E2 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,2,3,1,-1> E2 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,2,3,2,-1> E2 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,2,3,3,-1> E2 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,3,0,0,-1> E3 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,3,0,1,-1> E3 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,3,0,2,-1> E3 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,3,0,3,-1> E3 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,3,1,0,-1> E3 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,3,1,1,-1> E3 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,3,1,2,-1> E3 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,3,1,3,-1> E3 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,3,2,0,-1> E3 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,3,2,1,-1> E3 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,3,2,2,-1> E3 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,3,2,3,-1> E3 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<3,T,P,3,3,0,-1> E3 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<3,T,P,3,3,1,-1> E3 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<3,T,P,3,3,2,-1> E3 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<3,T,P,3,3,3,-1> E3 ## E3 ## E3; };  
+	struct { glm::detail::swizzle<3,T,P,0,0,0,-1> E0 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,0,0,1,-1> E0 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,0,0,2,-1> E0 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,0,0,3,-1> E0 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,0,1,0,-1> E0 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,0,1,1,-1> E0 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,0,1,2,-1> E0 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,0,1,3,-1> E0 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,0,2,0,-1> E0 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,0,2,1,-1> E0 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,0,2,2,-1> E0 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,0,2,3,-1> E0 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,0,3,0,-1> E0 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,0,3,1,-1> E0 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,0,3,2,-1> E0 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,0,3,3,-1> E0 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,1,0,0,-1> E1 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,1,0,1,-1> E1 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,1,0,2,-1> E1 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,1,0,3,-1> E1 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,1,1,0,-1> E1 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,1,1,1,-1> E1 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,1,1,2,-1> E1 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,1,1,3,-1> E1 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,1,2,0,-1> E1 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,1,2,1,-1> E1 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,1,2,2,-1> E1 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,1,2,3,-1> E1 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,1,3,0,-1> E1 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,1,3,1,-1> E1 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,1,3,2,-1> E1 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,1,3,3,-1> E1 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,2,0,0,-1> E2 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,2,0,1,-1> E2 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,2,0,2,-1> E2 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,2,0,3,-1> E2 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,2,1,0,-1> E2 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,2,1,1,-1> E2 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,2,1,2,-1> E2 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,2,1,3,-1> E2 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,2,2,0,-1> E2 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,2,2,1,-1> E2 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,2,2,2,-1> E2 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,2,2,3,-1> E2 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,2,3,0,-1> E2 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,2,3,1,-1> E2 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,2,3,2,-1> E2 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,2,3,3,-1> E2 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,3,0,0,-1> E3 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,3,0,1,-1> E3 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,3,0,2,-1> E3 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,3,0,3,-1> E3 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,3,1,0,-1> E3 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,3,1,1,-1> E3 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,3,1,2,-1> E3 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,3,1,3,-1> E3 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,3,2,0,-1> E3 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,3,2,1,-1> E3 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,3,2,2,-1> E3 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,3,2,3,-1> E3 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<3,T,P,3,3,0,-1> E3 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<3,T,P,3,3,1,-1> E3 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<3,T,P,3,3,2,-1> E3 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<3,T,P,3,3,3,-1> E3 ## E3 ## E3; };  
     
 
 #define _GLM_SWIZZLE4_4_MEMBERS(T,P,E0,E1,E2,E3) \
-    struct { glm::detail::swizzle<4,T,P,0,0,0,0> E0 ## E0 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,0,1> E0 ## E0 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,0,2> E0 ## E0 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,0,3> E0 ## E0 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,1,0> E0 ## E0 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,1,1> E0 ## E0 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,1,2> E0 ## E0 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,1,3> E0 ## E0 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,2,0> E0 ## E0 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,2,1> E0 ## E0 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,2,2> E0 ## E0 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,2,3> E0 ## E0 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,3,0> E0 ## E0 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,3,1> E0 ## E0 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,3,2> E0 ## E0 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,0,0,3,3> E0 ## E0 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,0,0> E0 ## E1 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,0,1> E0 ## E1 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,0,2> E0 ## E1 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,0,3> E0 ## E1 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,1,0> E0 ## E1 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,1,1> E0 ## E1 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,1,2> E0 ## E1 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,1,3> E0 ## E1 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,2,0> E0 ## E1 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,2,1> E0 ## E1 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,2,2> E0 ## E1 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,2,3> E0 ## E1 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,3,0> E0 ## E1 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,3,1> E0 ## E1 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,3,2> E0 ## E1 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,0,1,3,3> E0 ## E1 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,0,0> E0 ## E2 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,0,1> E0 ## E2 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,0,2> E0 ## E2 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,0,3> E0 ## E2 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,1,0> E0 ## E2 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,1,1> E0 ## E2 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,1,2> E0 ## E2 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,1,3> E0 ## E2 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,2,0> E0 ## E2 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,2,1> E0 ## E2 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,2,2> E0 ## E2 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,2,3> E0 ## E2 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,3,0> E0 ## E2 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,3,1> E0 ## E2 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,3,2> E0 ## E2 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,0,2,3,3> E0 ## E2 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,0,0> E1 ## E0 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,0,1> E1 ## E0 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,0,2> E1 ## E0 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,0,3> E1 ## E0 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,1,0> E1 ## E0 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,1,1> E1 ## E0 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,1,2> E1 ## E0 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,1,3> E1 ## E0 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,2,0> E1 ## E0 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,2,1> E1 ## E0 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,2,2> E1 ## E0 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,2,3> E1 ## E0 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,3,0> E1 ## E0 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,3,1> E1 ## E0 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,3,2> E1 ## E0 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,0,3,3> E1 ## E0 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,0,0> E1 ## E1 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,0,1> E1 ## E1 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,0,2> E1 ## E1 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,0,3> E1 ## E1 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,1,0> E1 ## E1 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,1,1> E1 ## E1 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,1,2> E1 ## E1 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,1,3> E1 ## E1 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,2,0> E1 ## E1 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,2,1> E1 ## E1 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,2,2> E1 ## E1 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,2,3> E1 ## E1 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,3,0> E1 ## E1 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,3,1> E1 ## E1 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,3,2> E1 ## E1 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,1,3,3> E1 ## E1 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,0,0> E1 ## E2 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,0,1> E1 ## E2 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,0,2> E1 ## E2 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,0,3> E1 ## E2 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,1,0> E1 ## E2 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,1,1> E1 ## E2 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,1,2> E1 ## E2 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,1,3> E1 ## E2 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,2,0> E1 ## E2 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,2,1> E1 ## E2 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,2,2> E1 ## E2 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,2,3> E1 ## E2 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,3,0> E1 ## E2 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,3,1> E1 ## E2 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,3,2> E1 ## E2 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,2,3,3> E1 ## E2 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,0,0> E1 ## E3 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,0,1> E1 ## E3 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,0,2> E1 ## E3 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,0,3> E1 ## E3 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,1,0> E1 ## E3 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,1,1> E1 ## E3 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,1,2> E1 ## E3 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,1,3> E1 ## E3 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,2,0> E1 ## E3 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,2,1> E1 ## E3 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,2,2> E1 ## E3 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,2,3> E1 ## E3 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,3,0> E1 ## E3 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,3,1> E1 ## E3 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,3,2> E1 ## E3 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,1,3,3,3> E1 ## E3 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,0,0> E2 ## E0 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,0,1> E2 ## E0 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,0,2> E2 ## E0 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,0,3> E2 ## E0 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,1,0> E2 ## E0 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,1,1> E2 ## E0 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,1,2> E2 ## E0 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,1,3> E2 ## E0 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,2,0> E2 ## E0 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,2,1> E2 ## E0 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,2,2> E2 ## E0 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,2,3> E2 ## E0 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,3,0> E2 ## E0 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,3,1> E2 ## E0 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,3,2> E2 ## E0 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,0,3,3> E2 ## E0 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,0,0> E2 ## E1 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,0,1> E2 ## E1 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,0,2> E2 ## E1 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,0,3> E2 ## E1 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,1,0> E2 ## E1 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,1,1> E2 ## E1 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,1,2> E2 ## E1 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,1,3> E2 ## E1 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,2,0> E2 ## E1 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,2,1> E2 ## E1 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,2,2> E2 ## E1 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,2,3> E2 ## E1 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,3,0> E2 ## E1 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,3,1> E2 ## E1 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,3,2> E2 ## E1 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,1,3,3> E2 ## E1 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,0,0> E2 ## E2 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,0,1> E2 ## E2 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,0,2> E2 ## E2 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,0,3> E2 ## E2 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,1,0> E2 ## E2 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,1,1> E2 ## E2 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,1,2> E2 ## E2 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,1,3> E2 ## E2 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,2,0> E2 ## E2 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,2,1> E2 ## E2 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,2,2> E2 ## E2 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,2,3> E2 ## E2 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,3,0> E2 ## E2 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,3,1> E2 ## E2 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,3,2> E2 ## E2 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,2,3,3> E2 ## E2 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,0,0> E2 ## E3 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,0,1> E2 ## E3 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,0,2> E2 ## E3 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,0,3> E2 ## E3 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,1,0> E2 ## E3 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,1,1> E2 ## E3 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,1,2> E2 ## E3 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,1,3> E2 ## E3 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,2,0> E2 ## E3 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,2,1> E2 ## E3 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,2,2> E2 ## E3 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,2,3> E2 ## E3 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,3,0> E2 ## E3 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,3,1> E2 ## E3 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,3,2> E2 ## E3 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,2,3,3,3> E2 ## E3 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,0,0> E3 ## E0 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,0,1> E3 ## E0 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,0,2> E3 ## E0 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,0,3> E3 ## E0 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,1,0> E3 ## E0 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,1,1> E3 ## E0 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,1,2> E3 ## E0 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,1,3> E3 ## E0 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,2,0> E3 ## E0 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,2,1> E3 ## E0 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,2,2> E3 ## E0 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,2,3> E3 ## E0 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,3,0> E3 ## E0 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,3,1> E3 ## E0 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,3,2> E3 ## E0 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,0,3,3> E3 ## E0 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,0,0> E3 ## E1 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,0,1> E3 ## E1 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,0,2> E3 ## E1 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,0,3> E3 ## E1 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,1,0> E3 ## E1 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,1,1> E3 ## E1 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,1,2> E3 ## E1 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,1,3> E3 ## E1 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,2,0> E3 ## E1 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,2,1> E3 ## E1 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,2,2> E3 ## E1 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,2,3> E3 ## E1 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,3,0> E3 ## E1 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,3,1> E3 ## E1 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,3,2> E3 ## E1 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,1,3,3> E3 ## E1 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,0,0> E3 ## E2 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,0,1> E3 ## E2 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,0,2> E3 ## E2 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,0,3> E3 ## E2 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,1,0> E3 ## E2 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,1,1> E3 ## E2 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,1,2> E3 ## E2 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,1,3> E3 ## E2 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,2,0> E3 ## E2 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,2,1> E3 ## E2 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,2,2> E3 ## E2 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,2,3> E3 ## E2 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,3,0> E3 ## E2 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,3,1> E3 ## E2 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,3,2> E3 ## E2 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,2,3,3> E3 ## E2 ## E3 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,0,0> E3 ## E3 ## E0 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,0,1> E3 ## E3 ## E0 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,0,2> E3 ## E3 ## E0 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,0,3> E3 ## E3 ## E0 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,1,0> E3 ## E3 ## E1 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,1,1> E3 ## E3 ## E1 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,1,2> E3 ## E3 ## E1 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,1,3> E3 ## E3 ## E1 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,2,0> E3 ## E3 ## E2 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,2,1> E3 ## E3 ## E2 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,2,2> E3 ## E3 ## E2 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,2,3> E3 ## E3 ## E2 ## E3; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,3,0> E3 ## E3 ## E3 ## E0; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,3,1> E3 ## E3 ## E3 ## E1; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,3,2> E3 ## E3 ## E3 ## E2; }; \
-    struct { glm::detail::swizzle<4,T,P,3,3,3,3> E3 ## E3 ## E3 ## E3; }; 
-
+	struct { glm::detail::swizzle<4,T,P,0,0,0,0> E0 ## E0 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,0,1> E0 ## E0 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,0,2> E0 ## E0 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,0,3> E0 ## E0 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,1,0> E0 ## E0 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,1,1> E0 ## E0 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,1,2> E0 ## E0 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,1,3> E0 ## E0 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,2,0> E0 ## E0 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,2,1> E0 ## E0 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,2,2> E0 ## E0 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,2,3> E0 ## E0 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,3,0> E0 ## E0 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,3,1> E0 ## E0 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,3,2> E0 ## E0 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,0,0,3,3> E0 ## E0 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,0,0> E0 ## E1 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,0,1> E0 ## E1 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,0,2> E0 ## E1 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,0,3> E0 ## E1 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,1,0> E0 ## E1 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,1,1> E0 ## E1 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,1,2> E0 ## E1 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,1,3> E0 ## E1 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,2,0> E0 ## E1 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,2,1> E0 ## E1 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,2,2> E0 ## E1 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,2,3> E0 ## E1 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,3,0> E0 ## E1 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,3,1> E0 ## E1 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,3,2> E0 ## E1 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,0,1,3,3> E0 ## E1 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,0,0> E0 ## E2 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,0,1> E0 ## E2 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,0,2> E0 ## E2 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,0,3> E0 ## E2 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,1,0> E0 ## E2 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,1,1> E0 ## E2 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,1,2> E0 ## E2 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,1,3> E0 ## E2 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,2,0> E0 ## E2 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,2,1> E0 ## E2 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,2,2> E0 ## E2 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,2,3> E0 ## E2 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,3,0> E0 ## E2 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,3,1> E0 ## E2 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,3,2> E0 ## E2 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,0,2,3,3> E0 ## E2 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,0,0> E1 ## E0 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,0,1> E1 ## E0 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,0,2> E1 ## E0 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,0,3> E1 ## E0 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,1,0> E1 ## E0 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,1,1> E1 ## E0 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,1,2> E1 ## E0 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,1,3> E1 ## E0 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,2,0> E1 ## E0 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,2,1> E1 ## E0 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,2,2> E1 ## E0 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,2,3> E1 ## E0 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,3,0> E1 ## E0 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,3,1> E1 ## E0 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,3,2> E1 ## E0 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,0,3,3> E1 ## E0 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,0,0> E1 ## E1 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,0,1> E1 ## E1 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,0,2> E1 ## E1 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,0,3> E1 ## E1 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,1,0> E1 ## E1 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,1,1> E1 ## E1 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,1,2> E1 ## E1 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,1,3> E1 ## E1 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,2,0> E1 ## E1 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,2,1> E1 ## E1 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,2,2> E1 ## E1 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,2,3> E1 ## E1 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,3,0> E1 ## E1 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,3,1> E1 ## E1 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,3,2> E1 ## E1 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,1,3,3> E1 ## E1 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,0,0> E1 ## E2 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,0,1> E1 ## E2 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,0,2> E1 ## E2 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,0,3> E1 ## E2 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,1,0> E1 ## E2 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,1,1> E1 ## E2 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,1,2> E1 ## E2 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,1,3> E1 ## E2 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,2,0> E1 ## E2 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,2,1> E1 ## E2 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,2,2> E1 ## E2 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,2,3> E1 ## E2 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,3,0> E1 ## E2 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,3,1> E1 ## E2 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,3,2> E1 ## E2 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,2,3,3> E1 ## E2 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,0,0> E1 ## E3 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,0,1> E1 ## E3 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,0,2> E1 ## E3 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,0,3> E1 ## E3 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,1,0> E1 ## E3 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,1,1> E1 ## E3 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,1,2> E1 ## E3 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,1,3> E1 ## E3 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,2,0> E1 ## E3 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,2,1> E1 ## E3 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,2,2> E1 ## E3 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,2,3> E1 ## E3 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,3,0> E1 ## E3 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,3,1> E1 ## E3 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,3,2> E1 ## E3 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,1,3,3,3> E1 ## E3 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,0,0> E2 ## E0 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,0,1> E2 ## E0 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,0,2> E2 ## E0 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,0,3> E2 ## E0 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,1,0> E2 ## E0 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,1,1> E2 ## E0 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,1,2> E2 ## E0 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,1,3> E2 ## E0 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,2,0> E2 ## E0 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,2,1> E2 ## E0 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,2,2> E2 ## E0 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,2,3> E2 ## E0 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,3,0> E2 ## E0 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,3,1> E2 ## E0 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,3,2> E2 ## E0 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,0,3,3> E2 ## E0 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,0,0> E2 ## E1 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,0,1> E2 ## E1 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,0,2> E2 ## E1 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,0,3> E2 ## E1 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,1,0> E2 ## E1 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,1,1> E2 ## E1 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,1,2> E2 ## E1 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,1,3> E2 ## E1 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,2,0> E2 ## E1 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,2,1> E2 ## E1 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,2,2> E2 ## E1 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,2,3> E2 ## E1 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,3,0> E2 ## E1 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,3,1> E2 ## E1 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,3,2> E2 ## E1 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,1,3,3> E2 ## E1 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,0,0> E2 ## E2 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,0,1> E2 ## E2 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,0,2> E2 ## E2 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,0,3> E2 ## E2 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,1,0> E2 ## E2 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,1,1> E2 ## E2 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,1,2> E2 ## E2 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,1,3> E2 ## E2 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,2,0> E2 ## E2 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,2,1> E2 ## E2 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,2,2> E2 ## E2 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,2,3> E2 ## E2 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,3,0> E2 ## E2 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,3,1> E2 ## E2 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,3,2> E2 ## E2 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,2,3,3> E2 ## E2 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,0,0> E2 ## E3 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,0,1> E2 ## E3 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,0,2> E2 ## E3 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,0,3> E2 ## E3 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,1,0> E2 ## E3 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,1,1> E2 ## E3 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,1,2> E2 ## E3 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,1,3> E2 ## E3 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,2,0> E2 ## E3 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,2,1> E2 ## E3 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,2,2> E2 ## E3 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,2,3> E2 ## E3 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,3,0> E2 ## E3 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,3,1> E2 ## E3 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,3,2> E2 ## E3 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,2,3,3,3> E2 ## E3 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,0,0> E3 ## E0 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,0,1> E3 ## E0 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,0,2> E3 ## E0 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,0,3> E3 ## E0 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,1,0> E3 ## E0 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,1,1> E3 ## E0 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,1,2> E3 ## E0 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,1,3> E3 ## E0 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,2,0> E3 ## E0 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,2,1> E3 ## E0 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,2,2> E3 ## E0 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,2,3> E3 ## E0 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,3,0> E3 ## E0 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,3,1> E3 ## E0 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,3,2> E3 ## E0 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,0,3,3> E3 ## E0 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,0,0> E3 ## E1 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,0,1> E3 ## E1 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,0,2> E3 ## E1 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,0,3> E3 ## E1 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,1,0> E3 ## E1 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,1,1> E3 ## E1 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,1,2> E3 ## E1 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,1,3> E3 ## E1 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,2,0> E3 ## E1 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,2,1> E3 ## E1 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,2,2> E3 ## E1 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,2,3> E3 ## E1 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,3,0> E3 ## E1 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,3,1> E3 ## E1 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,3,2> E3 ## E1 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,1,3,3> E3 ## E1 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,0,0> E3 ## E2 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,0,1> E3 ## E2 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,0,2> E3 ## E2 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,0,3> E3 ## E2 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,1,0> E3 ## E2 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,1,1> E3 ## E2 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,1,2> E3 ## E2 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,1,3> E3 ## E2 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,2,0> E3 ## E2 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,2,1> E3 ## E2 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,2,2> E3 ## E2 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,2,3> E3 ## E2 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,3,0> E3 ## E2 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,3,1> E3 ## E2 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,3,2> E3 ## E2 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,2,3,3> E3 ## E2 ## E3 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,0,0> E3 ## E3 ## E0 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,0,1> E3 ## E3 ## E0 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,0,2> E3 ## E3 ## E0 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,0,3> E3 ## E3 ## E0 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,1,0> E3 ## E3 ## E1 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,1,1> E3 ## E3 ## E1 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,1,2> E3 ## E3 ## E1 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,1,3> E3 ## E3 ## E1 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,2,0> E3 ## E3 ## E2 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,2,1> E3 ## E3 ## E2 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,2,2> E3 ## E3 ## E2 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,2,3> E3 ## E3 ## E2 ## E3; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,3,0> E3 ## E3 ## E3 ## E0; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,3,1> E3 ## E3 ## E3 ## E1; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,3,2> E3 ## E3 ## E3 ## E2; }; \
+	struct { glm::detail::swizzle<4,T,P,3,3,3,3> E3 ## E3 ## E3 ## E3; }; 
 
 #if(defined(GLM_SWIZZLE_XYZW) || defined(GLM_SWIZZLE))
 

+ 2 - 2
glm/core/func_common.inl

@@ -156,13 +156,13 @@ namespace detail
 
     // floor
     template <>
-	GLM_FUNC_QUALIFIER detail::thalf floor<detail::thalf>(detail::thalf const& x)
+	GLM_FUNC_QUALIFIER detail::thalf floor<detail::thalf>(detail::thalf const & x)
     {
         return detail::thalf(::std::floor(x.toFloat()));
     }
 
     template <typename genType>
-    GLM_FUNC_QUALIFIER genType floor(genType const& x)
+    GLM_FUNC_QUALIFIER genType floor(genType const & x)
     {
 		GLM_STATIC_ASSERT(detail::type<genType>::is_float, "'floor' only accept floating-point inputs");
 

+ 334 - 2
glm/core/func_noise.inl

@@ -22,11 +22,343 @@
 ///
 /// @ref core
 /// @file glm/core/func_noise.inl
-/// @date 2008-08-01 / 2011-06-15
+/// @date 2008-08-01 / 2011-09-27
 /// @author Christophe Riccio
 ///////////////////////////////////////////////////////////////////////////////////
 
 namespace glm
-{
+{	
+	template <typename T>
+	GLM_FUNC_QUALIFIER T noise1(T const & x)
+	{
+		return noise1(glm::detail::tvec2<T>(x, T(0)));
+	}
 
+	template <typename T>
+	GLM_FUNC_QUALIFIER glm::detail::tvec2<T> noise2(T const & x)
+	{
+		return glm::detail::tvec2<T>(
+			noise1(x + T(0.0)),
+			noise1(x + T(1.0)));
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER glm::detail::tvec3<T> noise3(T const & x)
+	{
+		return glm::detail::tvec3<T>(
+			noise1(x - T(1.0)),
+			noise1(x + T(0.0)),
+			noise1(x + T(1.0)));
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER glm::detail::tvec4<T> noise4(T const & x)
+	{
+		return glm::detail::tvec4<T>(
+			noise1(x - T(1.0)),
+			noise1(x + T(0.0)),
+			noise1(x + T(1.0)),
+			noise1(x + T(2.0)));
+	}
+	
+	template <typename T>
+	GLM_FUNC_QUALIFIER T noise1(glm::detail::tvec2<T> const & v)
+	{
+		detail::tvec4<T> const C = detail::tvec4<T>(
+													T( 0.211324865405187),  // (3.0 -  sqrt(3.0)) / 6.0
+													T( 0.366025403784439),  //  0.5 * (sqrt(3.0)  - 1.0)
+													T(-0.577350269189626),	// -1.0 + 2.0 * C.x
+													T( 0.024390243902439)); //  1.0 / 41.0
+		
+		// First corner
+		detail::tvec2<T> i  = floor(v + dot(v, detail::tvec2<T>(C[1])));
+		detail::tvec2<T> x0 = v -   i + dot(i, detail::tvec2<T>(C[0]));
+		
+		// Other corners
+		//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
+		//i1.y = 1.0 - i1.x;
+		detail::tvec2<T> i1 = (x0.x > x0.y) ? detail::tvec2<T>(1, 0) : detail::tvec2<T>(0, 1);
+		// x0 = x0 - 0.0 + 0.0 * C.xx ;
+		// x1 = x0 - i1 + 1.0 * C.xx ;
+		// x2 = x0 - 1.0 + 2.0 * C.xx ;
+		detail::tvec4<T> x12 = detail::tvec4<T>(x0.x, x0.y, x0.x, x0.y) + detail::tvec4<T>(C.x, C.x, C.z, C.z);
+		x12 = detail::tvec4<T>(detail::tvec2<T>(x12) - i1, x12.z, x12.w);
+		
+		// Permutations
+		i = mod(i, T(289)); // Avoid truncation effects in permutation
+		detail::tvec3<T> p = permute(
+									 permute(i.y + detail::tvec3<T>(T(0), i1.y, T(1)))
+									 + i.x + detail::tvec3<T>(T(0), i1.x, T(1)));
+		
+		detail::tvec3<T> m = max(T(0.5) - detail::tvec3<T>(
+														   dot(x0, x0), 
+														   dot(detail::tvec2<T>(x12.x, x12.y), detail::tvec2<T>(x12.x, x12.y)), 
+														   dot(detail::tvec2<T>(x12.z, x12.w), detail::tvec2<T>(x12.z, x12.w))), T(0));
+		m = m * m ;
+		m = m * m ;
+		
+		// Gradients: 41 points uniformly over a line, mapped onto a diamond.
+		// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
+		
+		detail::tvec3<T> x = T(2) * fract(p * C.w) - T(1);
+		detail::tvec3<T> h = abs(x) - T(0.5);
+		detail::tvec3<T> ox = floor(x + T(0.5));
+		detail::tvec3<T> a0 = x - ox;
+		
+		// Normalise gradients implicitly by scaling m
+		// Inlined for speed: m *= taylorInvSqrt( a0*a0 + h*h );
+		m *= T(1.79284291400159) - T(0.85373472095314) * (a0 * a0 + h * h);
+		
+		// Compute final noise value at P
+		detail::tvec3<T> g;
+		g.x  = a0.x  * x0.x  + h.x  * x0.y;
+		//g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+		g.y = a0.y * x12.x + h.y * x12.y;
+		g.z = a0.z * x12.z + h.z * x12.w;
+		return T(130) * dot(m, g);
+	}
+	
+	template <typename T>
+	GLM_FUNC_QUALIFIER T noise1(detail::tvec3<T> const & v)
+	{ 
+		detail::tvec2<T> const C(1.0 / 6.0, 1.0 / 3.0);
+		detail::tvec4<T> const D(0.0, 0.5, 1.0, 2.0);
+		
+		// First corner
+		detail::tvec3<T> i(floor(v + dot(v, detail::tvec3<T>(C.y))));
+		detail::tvec3<T> x0(v - i + dot(i, detail::tvec3<T>(C.x)));
+		
+		// Other corners
+		detail::tvec3<T> g(step(detail::tvec3<T>(x0.y, x0.z, x0.x), x0));
+		detail::tvec3<T> l(T(1) - g);
+		detail::tvec3<T> i1(min(g, detail::tvec3<T>(l.z, l.x, l.y)));
+		detail::tvec3<T> i2(max(g, detail::tvec3<T>(l.z, l.x, l.y)));
+		
+		//   x0 = x0 - 0.0 + 0.0 * C.xxx;
+		//   x1 = x0 - i1  + 1.0 * C.xxx;
+		//   x2 = x0 - i2  + 2.0 * C.xxx;
+		//   x3 = x0 - 1.0 + 3.0 * C.xxx;
+		detail::tvec3<T> x1(x0 - i1 + C.x);
+		detail::tvec3<T> x2(x0 - i2 + C.y); // 2.0*C.x = 1/3 = C.y
+		detail::tvec3<T> x3(x0 - D.y);      // -1.0+3.0*C.x = -0.5 = -D.y
+		
+		// Permutations
+		i = mod289(i); 
+		detail::tvec4<T> p(permute(permute(permute( 
+												   i.z + detail::tvec4<T>(T(0), i1.z, i2.z, T(1))) + 
+										   i.y + detail::tvec4<T>(T(0), i1.y, i2.y, T(1))) + 
+								   i.x + detail::tvec4<T>(T(0), i1.x, i2.x, T(1))));
+		
+		// Gradients: 7x7 points over a square, mapped onto an octahedron.
+		// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
+		T n_ = T(0.142857142857); // 1.0/7.0
+		detail::tvec3<T> ns(n_ * detail::tvec3<T>(D.w, D.y, D.z) - detail::tvec3<T>(D.x, D.z, D.x));
+		
+		detail::tvec4<T> j(p - T(49) * floor(p * ns.z * ns.z));  //  mod(p,7*7)
+		
+		detail::tvec4<T> x_(floor(j * ns.z));
+		detail::tvec4<T> y_(floor(j - T(7) * x_));    // mod(j,N)
+		
+		detail::tvec4<T> x(x_ * ns.x + ns.y);
+		detail::tvec4<T> y(y_ * ns.x + ns.y);
+		detail::tvec4<T> h(T(1) - abs(x) - abs(y));
+		
+		detail::tvec4<T> b0(x.x, x.y, y.x, y.y);
+		detail::tvec4<T> b1(x.z, x.w, y.z, y.w);
+		
+		// vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
+		// vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
+		detail::tvec4<T> s0(floor(b0) * T(2) + T(1));
+		detail::tvec4<T> s1(floor(b1) * T(2) + T(1));
+		detail::tvec4<T> sh(-step(h, detail::tvec4<T>(0.0)));
+		
+		detail::tvec4<T> a0 = detail::tvec4<T>(b0.x, b0.z, b0.y, b0.w) + detail::tvec4<T>(s0.x, s0.z, s0.y, s0.w) * detail::tvec4<T>(sh.x, sh.x, sh.y, sh.y);
+		detail::tvec4<T> a1 = detail::tvec4<T>(b1.x, b1.z, b1.y, b1.w) + detail::tvec4<T>(s1.x, s1.z, s1.y, s1.w) * detail::tvec4<T>(sh.z, sh.z, sh.w, sh.w);
+		
+		detail::tvec3<T> p0(a0.x, a0.y, h.x);
+		detail::tvec3<T> p1(a0.z, a0.w, h.y);
+		detail::tvec3<T> p2(a1.x, a1.y, h.z);
+		detail::tvec3<T> p3(a1.z, a1.w, h.w);
+		
+		// Normalise gradients
+		detail::tvec4<T> norm = taylorInvSqrt(detail::tvec4<T>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
+		p0 *= norm.x;
+		p1 *= norm.y;
+		p2 *= norm.z;
+		p3 *= norm.w;
+		
+		// Mix final noise value
+		detail::tvec4<T> m = max(T(0.6) - detail::tvec4<T>(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), T(0));
+		m = m * m;
+		return T(42) * dot(m * m, detail::tvec4<T>(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
+	}
+	
+	template <typename T>
+	GLM_FUNC_QUALIFIER T noise1(detail::tvec4<T> const & v)
+	{
+		detail::tvec4<T> const C(
+								 0.138196601125011,  // (5 - sqrt(5))/20  G4
+								 0.276393202250021,  // 2 * G4
+								 0.414589803375032,  // 3 * G4
+								 -0.447213595499958); // -1 + 4 * G4
+		
+		// (sqrt(5) - 1)/4 = F4, used once below
+		T const F4 = T(0.309016994374947451);
+		
+		// First corner
+		detail::tvec4<T> i  = floor(v + dot(v, vec4(F4)));
+		detail::tvec4<T> x0 = v -   i + dot(i, vec4(C.x));
+		
+		// Other corners
+		
+		// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
+		detail::tvec4<T> i0;
+		detail::tvec3<T> isX = step(detail::tvec3<T>(x0.y, x0.z, x0.w), detail::tvec3<T>(x0.x));
+		detail::tvec3<T> isYZ = step(detail::tvec3<T>(x0.z, x0.w, x0.w), detail::tvec3<T>(x0.y, x0.y, x0.z));
+		//  i0.x = dot(isX, vec3(1.0));
+		//i0.x = isX.x + isX.y + isX.z;
+		//i0.yzw = T(1) - isX;
+		i0 = detail::tvec4<T>(isX.x + isX.y + isX.z, T(1) - isX);
+		//  i0.y += dot(isYZ.xy, vec2(1.0));
+		i0.y += isYZ.x + isYZ.y;
+		//i0.zw += 1.0 - detail::tvec2<T>(isYZ.x, isYZ.y);
+		i0.z += T(1) - isYZ.x;
+		i0.w += T(1) - isYZ.y;
+		i0.z += isYZ.z;
+		i0.w += T(1) - isYZ.z;
+		
+		// i0 now contains the unique values 0,1,2,3 in each channel
+		detail::tvec4<T> i3 = clamp(i0, 0.0, 1.0);
+		detail::tvec4<T> i2 = clamp(i0 - 1.0, 0.0, 1.0);
+		detail::tvec4<T> i1 = clamp(i0 - 2.0, 0.0, 1.0);
+		
+		//  x0 = x0 - 0.0 + 0.0 * C.xxxx
+		//  x1 = x0 - i1  + 0.0 * C.xxxx
+		//  x2 = x0 - i2  + 0.0 * C.xxxx
+		//  x3 = x0 - i3  + 0.0 * C.xxxx
+		//  x4 = x0 - 1.0 + 4.0 * C.xxxx
+		detail::tvec4<T> x1 = x0 - i1 + C.x;
+		detail::tvec4<T> x2 = x0 - i2 + C.y;
+		detail::tvec4<T> x3 = x0 - i3 + C.z;
+		detail::tvec4<T> x4 = x0 + C.w;
+		
+		// Permutations
+		i = mod(i, T(289)); 
+		T j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
+		detail::tvec4<T> j1 = permute(permute(permute(permute(
+															  i.w + detail::tvec4<T>(i1.w, i2.w, i3.w, T(1)))
+													  + i.z + detail::tvec4<T>(i1.z, i2.z, i3.z, T(1)))
+											  + i.y + detail::tvec4<T>(i1.y, i2.y, i3.y, T(1)))
+									  + i.x + detail::tvec4<T>(i1.x, i2.x, i3.x, T(1)));
+		
+		// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
+		// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
+		detail::tvec4<T> ip = detail::tvec4<T>(T(1) / T(294), T(1) / T(49), T(1) / T(7), T(0));
+		
+		detail::tvec4<T> p0 = grad4(j0,   ip);
+		detail::tvec4<T> p1 = grad4(j1.x, ip);
+		detail::tvec4<T> p2 = grad4(j1.y, ip);
+		detail::tvec4<T> p3 = grad4(j1.z, ip);
+		detail::tvec4<T> p4 = grad4(j1.w, ip);
+		
+		// Normalise gradients
+		detail::tvec4<T> norm = taylorInvSqrt(detail::tvec4<T>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
+		p0 *= norm.x;
+		p1 *= norm.y;
+		p2 *= norm.z;
+		p3 *= norm.w;
+		p4 *= taylorInvSqrt(dot(p4, p4));
+		
+		// Mix contributions from the five corners
+		detail::tvec3<T> m0 = max(T(0.6) - detail::tvec3<T>(dot(x0, x0), dot(x1, x1), dot(x2, x2)), T(0));
+		detail::tvec2<T> m1 = max(T(0.6) - detail::tvec2<T>(dot(x3, x3), dot(x4, x4)             ), T(0));
+		m0 = m0 * m0;
+		m1 = m1 * m1;
+		return T(49) * 
+		(dot(m0 * m0, detail::tvec3<T>(dot(p0, x0), dot(p1, x1), dot(p2, x2))) + 
+		 dot(m1 * m1, detail::tvec2<T>(dot(p3, x3), dot(p4, x4))));
+	}
+	
+	template <typename T>
+	GLM_FUNC_QUALIFIER glm::detail::tvec2<T> noise2(glm::detail::tvec2<T> const & x)
+	{
+		return glm::detail::tvec2<T>(
+			noise1(x + glm::detail::tvec2<T>(0.0)),
+			noise1(glm::detail::tvec2<T>(0.0) - x));
+	}
+	
+	template <typename T>
+	GLM_FUNC_QUALIFIER glm::detail::tvec2<T> noise2(glm::detail::tvec3<T> const & x)
+	{
+		return glm::detail::tvec2<T>(
+			noise1(x + glm::detail::tvec3<T>(0.0)),
+			noise1(glm::detail::tvec3<T>(0.0) - x));
+	}
+	
+	template <typename T>
+	GLM_FUNC_QUALIFIER glm::detail::tvec2<T> noise2(glm::detail::tvec4<T> const & x)
+	{
+		return glm::detail::tvec2<T>(
+			noise1(x + glm::detail::tvec4<T>(0.0)),
+			noise1(glm::detail::tvec4<T>(0.0) - x));
+	}
+	
+	template <typename T>
+	GLM_FUNC_QUALIFIER glm::detail::tvec3<T> noise3(glm::detail::tvec2<T> const & x)
+	{
+		return glm::detail::tvec3<T>(
+			noise1(x - glm::detail::tvec2<T>(1.0)),
+			noise1(x + glm::detail::tvec2<T>(0.0)),
+			noise1(x + glm::detail::tvec2<T>(1.0)));
+	}
+	
+	template <typename T>
+	GLM_FUNC_QUALIFIER glm::detail::tvec3<T> noise3(glm::detail::tvec3<T> const & x)
+	{
+		return glm::detail::tvec3<T>(
+			noise1(x - glm::detail::tvec3<T>(1.0)),
+			noise1(x + glm::detail::tvec3<T>(0.0)),
+			noise1(x + glm::detail::tvec3<T>(1.0)));
+	}
+	
+	template <typename T>
+	GLM_FUNC_QUALIFIER glm::detail::tvec3<T> noise3(glm::detail::tvec4<T> const & x)
+	{
+		return glm::detail::tvec3<T>(
+			noise1(x - glm::detail::tvec4<T>(1.0)),
+			noise1(x + glm::detail::tvec4<T>(0.0)),
+			noise1(x + glm::detail::tvec4<T>(1.0)));
+	}
+	
+	template <typename T>
+	GLM_FUNC_QUALIFIER glm::detail::tvec4<T> noise4(glm::detail::tvec2<T> const & x)
+	{
+		return glm::detail::tvec4<T>(
+			noise1(x - glm::detail::tvec2<T>(1.0)),
+			noise1(x + glm::detail::tvec2<T>(0.0)),
+			noise1(x + glm::detail::tvec2<T>(1.0)),
+			noise1(x + glm::detail::tvec2<T>(2.0)));
+	}
+
+	
+	template <typename T>
+	GLM_FUNC_QUALIFIER glm::detail::tvec4<T> noise4(glm::detail::tvec3<T> const & x)
+	{
+		return glm::detail::tvec4<T>(
+			noise1(x - glm::detail::tvec3<T>(1.0)),
+			noise1(x + glm::detail::tvec3<T>(0.0)),
+			noise1(x + glm::detail::tvec3<T>(1.0)),
+			noise1(x + glm::detail::tvec3<T>(2.0)));
+	}
+	
+	template <typename T>
+	GLM_FUNC_QUALIFIER glm::detail::tvec4<T> noise4(glm::detail::tvec4<T> const & x)
+	{
+		return glm::detail::tvec4<T>(
+			noise1(x - glm::detail::tvec4<T>(1.0)),
+			noise1(x + glm::detail::tvec4<T>(0.0)),
+			noise1(x + glm::detail::tvec4<T>(1.0)),
+			noise1(x + glm::detail::tvec4<T>(2.0)));
+	}
+	
 }//namespace glm

+ 1 - 1
glm/core/func_packing.inl

@@ -144,7 +144,7 @@ GLM_FUNC_QUALIFIER detail::tvec2<uint> unpackDouble2x32(double const & v)
 	return *(detail::tvec2<uint>*)&v;
 }
 
-GLM_FUNC_QUALIFIER uint packHalf2x16(vec2 const & v)
+GLM_FUNC_QUALIFIER uint packHalf2x16(detail::tvec2<float> const & v)
 {
 	detail::tvec2<detail::hdata> Pack(detail::toFloat16(v.x), detail::toFloat16(v.y));
 	return *(uint*)&Pack;

+ 17 - 10
glm/core/intrinsic_common.inl

@@ -29,6 +29,9 @@
 namespace glm{
 namespace detail{
 
+#pragma warning(push)
+#pragma warning(disable : 4510 4512 4610)
+
 	union ieee754_QNAN
 	{
 	   const float f;
@@ -40,6 +43,8 @@ namespace detail{
 	   ieee754_QNAN() : f(0.0)/*, mantissa(0x7FFFFF), exp(0xFF), sign(0x0)*/ {}
 	};
 
+#pragma warning(pop)
+
 	static const __m128 GLM_VAR_USED zero = _mm_setzero_ps();
 	static const __m128 GLM_VAR_USED one = _mm_set_ps1(1.0f);
 	static const __m128 GLM_VAR_USED minus_one = _mm_set_ps1(-1.0f);
@@ -224,11 +229,13 @@ GLM_FUNC_QUALIFIER __m128 sse_mod_ps(__m128 x, __m128 y)
 }
 
 /// TODO
+/*
 GLM_FUNC_QUALIFIER __m128 sse_modf_ps(__m128 x, __m128i & i)
 {
 	__m128 empty;
     return empty;
 }
+*/
 
 //GLM_FUNC_QUALIFIER __m128 _mm_min_ps(__m128 x, __m128 y)
 
@@ -273,18 +280,18 @@ GLM_FUNC_QUALIFIER __m128 sse_ssp_ps(__m128 edge0, __m128 edge1, __m128 x)
 }
 
 /// \todo
-GLM_FUNC_QUALIFIER __m128 sse_nan_ps(__m128 x)
-{
-	__m128 empty;
-    return empty;
-}
+//GLM_FUNC_QUALIFIER __m128 sse_nan_ps(__m128 x)
+//{
+//	__m128 empty;
+//    return empty;
+//}
 
 /// \todo
-GLM_FUNC_QUALIFIER __m128 sse_inf_ps(__m128 x)
-{
-	__m128 empty;
-    return empty;
-}
+//GLM_FUNC_QUALIFIER __m128 sse_inf_ps(__m128 x)
+//{
+//	__m128 empty;
+//    return empty;
+//}
 
 // SSE scalar reciprocal sqrt using rsqrt op, plus one Newton-Rhaphson iteration
 // By Elan Ruskin, http://assemblyrequired.crashworks.org/

+ 5 - 5
glm/core/type_half.inl

@@ -60,7 +60,7 @@ namespace detail
 				//
 
 				detail::uif result;
-				result.i = s << 31;
+				result.i = (unsigned int)(s << 31);
 				return result.f;
 			}
 			else
@@ -88,7 +88,7 @@ namespace detail
 				//
 
 				uif result;
-				result.i = (s << 31) | 0x7f800000;
+				result.i = (unsigned int)((s << 31) | 0x7f800000);
 				return result.f;
 			}
 			else
@@ -98,7 +98,7 @@ namespace detail
 				//
 
 				uif result;
-				result.i = (s << 31) | 0x7f800000 | (m << 13);
+				result.i = (unsigned int)((s << 31) | 0x7f800000 | (m << 13));
 				return result.f;
 			}
 		}
@@ -115,7 +115,7 @@ namespace detail
 		//
 
 		uif Result;
-		Result.i = (s << 31) | (e << 23) | m;
+		Result.i = (unsigned int)((s << 31) | (e << 23) | m);
 		return Result.f;
 	}
 
@@ -123,7 +123,7 @@ namespace detail
 	{
 		uif Entry;
 		Entry.f = f;
-		int i = Entry.i;
+		int i = (int)Entry.i;
 
 		//
 		// Our floating point number, f, is represented by the bit

+ 4 - 2
glm/core/type_vec2.hpp

@@ -220,8 +220,10 @@ namespace detail
 		GLM_FUNC_DECL tref2<T> & operator= (tref2<T> const & r);
 		GLM_FUNC_DECL tref2<T> & operator= (tvec2<T> const & v);
 
-		T& x;
-		T& y;
+		GLM_FUNC_DECL tvec2<T> operator() ();
+
+		T & x;
+		T & y;
 	};
 
 	GLM_DETAIL_IS_VECTOR(tvec2);

+ 6 - 0
glm/core/type_vec2.inl

@@ -1025,5 +1025,11 @@ namespace detail
 		return *this;
 	}
 
+	template <typename T> 
+	GLM_FUNC_QUALIFIER tvec2<T> tref2<T>::operator() ()
+	{
+		return tvec2<T>(this->x, this->y);
+	}
+
 }//namespace detail
 }//namespace glm

+ 21 - 12
glm/core/type_vec3.hpp

@@ -64,7 +64,7 @@ namespace detail
 
 #	if(GLM_COMPONENT == GLM_COMPONENT_ONLY_XYZW)
 		value_type x, y, z;
-#	elif(GLM_COMPONENT == GLM_COMPONENT_MS_EXT)
+#	elif(GLM_COMPONENT == GLM_COMPONENT_MS_EXT || GLM_LANG == GLM_LANG_CXX0X)
 		union 
 		{
             _GLM_SWIZZLE3_2_MEMBERS(value_type,glm::detail::tvec2<value_type>,x,y,z)
@@ -111,17 +111,6 @@ namespace detail
 			value_type const & s2, 
 			value_type const & s3);
 
-		//////////////////////////////////////
-		// Swizzle constructors
-
-		GLM_FUNC_DECL tvec3(tref3<T> const & r);
-
-        template <int E0, int E1, int E2>
-        GLM_FUNC_DECL tvec3(const glm::detail::swizzle<3,T,tvec3<T>,E0,E1,E2,-1>& that)
-        {
-            *this = that();
-        }
-
 		//////////////////////////////////////
 		// Convertion scalar constructors
 
@@ -152,6 +141,23 @@ namespace detail
 		template <typename U> 
 		GLM_FUNC_DECL explicit tvec3(tvec4<U> const & v);
 
+		//////////////////////////////////////
+		// Swizzle constructors
+
+		GLM_FUNC_DECL tvec3(tref3<T> const & r);
+
+		template <typename A, typename B> 
+		GLM_FUNC_DECL explicit tvec3(tref2<A> const & v, B const & s);
+
+		template <typename A, typename B> 
+		GLM_FUNC_DECL explicit tvec3(A const & s, tref2<B> const & v);
+
+        template <int E0, int E1, int E2>
+        GLM_FUNC_DECL tvec3(glm::detail::swizzle<3, T, tvec3<T>, E0, E1, E2, -1> const & that)
+        {
+            *this = that();
+        }
+
 		//////////////////////////////////////
 		// Unary arithmetic operators
 
@@ -213,6 +219,7 @@ namespace detail
 		GLM_FUNC_DECL tvec2<T> swizzle(comp X, comp Y) const;
 		GLM_FUNC_DECL tvec3<T> swizzle(comp X, comp Y, comp Z) const;
 		GLM_FUNC_DECL tvec4<T> swizzle(comp X, comp Y, comp Z, comp W) const;
+		GLM_FUNC_DECL tref2<T> swizzle(comp X, comp Y);
 		GLM_FUNC_DECL tref3<T> swizzle(comp X, comp Y, comp Z);
 	};
 
@@ -226,6 +233,8 @@ namespace detail
 		GLM_FUNC_DECL tref3<T> & operator= (tref3<T> const & r);
 		GLM_FUNC_DECL tref3<T> & operator= (tvec3<T> const & v);
 
+		GLM_FUNC_DECL tvec3<T> operator() ();
+
 		T & x;
 		T & y;
 		T & z;

+ 42 - 0
glm/core/type_vec3.inl

@@ -131,6 +131,30 @@ namespace detail
 		z(r.z)
 	{}
 
+	template <typename T>
+	template <typename A, typename B> 
+	GLM_FUNC_QUALIFIER tvec3<T>::tvec3
+	(
+		tref2<A> const & v, 
+		B const & s
+	) : 
+		x(value_type(v.x)),
+		y(value_type(v.y)),
+		z(value_type(s))
+	{}
+
+	template <typename T>
+	template <typename A, typename B> 
+	GLM_FUNC_QUALIFIER tvec3<T>::tvec3
+	(
+		A const & s, 
+		tref2<B> const & v
+	) :
+		x(value_type(s)),
+		y(value_type(v.x)),
+		z(value_type(v.y))
+	{}
+
 	//////////////////////////////////////
 	// Convertion scalar constructors
 		
@@ -594,6 +618,18 @@ namespace detail
 			(*this)[w]);
 	}
 
+	template <typename T>
+	GLM_FUNC_QUALIFIER tref2<T> tvec3<T>::swizzle
+	(
+		comp x, 
+		comp y
+	)
+	{
+		return tref2<T>(
+			(*this)[x],
+			(*this)[y]);
+	}
+
 	template <typename T>
 	GLM_FUNC_QUALIFIER tref3<T> tvec3<T>::swizzle
 	(
@@ -1112,5 +1148,11 @@ namespace detail
 		return *this;
 	}
 
+	template <typename T> 
+	GLM_FUNC_QUALIFIER tvec3<T> tref3<T>::operator() ()
+	{
+		return tvec3<T>(this->x, this->y, this->z);
+	}
+
 }//namespace detail
 }//namespace glm

+ 40 - 11
glm/core/type_vec4.hpp

@@ -113,17 +113,6 @@ namespace detail
 			value_type const & s2, 
 			value_type const & s3);
 
-		//////////////////////////////////////
-		// Swizzle constructors
-
-		GLM_FUNC_DECL tvec4(tref4<T> const & r);
-
-        template <int E0, int E1, int E2, int E3>
-        GLM_FUNC_DECL tvec4(const glm::detail::swizzle<4,T,tvec4<T>,E0,E1,E2,E3>& that)
-        {
-            *this = that();
-        }
-
 		//////////////////////////////////////
 		// Convertion scalar constructors
 
@@ -164,6 +153,42 @@ namespace detail
 		template <typename U> 
 		GLM_FUNC_DECL explicit tvec4(tvec4<U> const & v);
 
+        template <int E0, int E1, int E2, int E3>
+        GLM_FUNC_DECL tvec4(glm::detail::swizzle<4, T, tvec4<T>, E0, E1, E2, E3> const & that)
+        {
+            *this = that();
+        }
+
+		//////////////////////////////////////
+		// Swizzle constructors
+
+		GLM_FUNC_DECL tvec4(tref4<T> const & r);
+
+		//! Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template <typename A, typename B, typename C> 
+		GLM_FUNC_DECL explicit tvec4(tref2<A> const & v, B const & s1, C const & s2);
+		//! Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template <typename A, typename B, typename C> 
+		GLM_FUNC_DECL explicit tvec4(A const & s1, tref2<B> const & v, C const & s2);
+		//! Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template <typename A, typename B, typename C> 
+		GLM_FUNC_DECL explicit tvec4(A const & s1, B const & s2, tref2<C> const & v);
+		//! Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template <typename A, typename B> 
+		GLM_FUNC_DECL explicit tvec4(tref3<A> const & v, B const & s);
+		//! Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template <typename A, typename B> 
+		GLM_FUNC_DECL explicit tvec4(A const & s, tref3<B> const & v);
+		//! Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template <typename A, typename B> 
+		GLM_FUNC_DECL explicit tvec4(tref2<A> const & v1, tref2<B> const & v2);
+		//! Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template <typename A, typename B> 
+		GLM_FUNC_DECL explicit tvec4(tvec2<A> const & v1, tref2<B> const & v2);
+		//! Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
+		template <typename A, typename B> 
+		GLM_FUNC_DECL explicit tvec4(tref2<A> const & v1, tvec2<B> const & v2);
+
 		//////////////////////////////////////
 		// Unary arithmetic operators
 
@@ -225,6 +250,8 @@ namespace detail
 		GLM_FUNC_DECL tvec2<T> swizzle(comp X, comp Y) const;
 		GLM_FUNC_DECL tvec3<T> swizzle(comp X, comp Y, comp Z) const;
 		GLM_FUNC_DECL tvec4<T> swizzle(comp X, comp Y, comp Z, comp W) const;
+		GLM_FUNC_DECL tref2<T> swizzle(comp X, comp Y);
+		GLM_FUNC_DECL tref3<T> swizzle(comp X, comp Y, comp Z);
 		GLM_FUNC_DECL tref4<T> swizzle(comp X, comp Y, comp Z, comp W);
 	};
 
@@ -238,6 +265,8 @@ namespace detail
 		GLM_FUNC_DECL tref4<T> & operator= (tref4<T> const & r);
 		GLM_FUNC_DECL tref4<T> & operator= (tvec4<T> const & v);
 
+		GLM_FUNC_DECL tvec4<T> operator() ();
+
 		T & x;
 		T & y;
 		T & z;

+ 139 - 0
glm/core/type_vec4.inl

@@ -137,6 +137,113 @@ namespace detail
 		w(r.w)
 	{}
 
+	template <typename T>
+	template <typename A, typename B, typename C> 
+	GLM_FUNC_QUALIFIER tvec4<T>::tvec4
+	(
+		tref2<A> const & v, 
+		B const & s1, 
+		C const & s2
+	) :
+		x(value_type(v.x)),
+		y(value_type(v.y)),
+		z(value_type(s1)),
+		w(value_type(s2))
+	{}
+
+	template <typename T>
+	template <typename A, typename B, typename C> 
+	GLM_FUNC_QUALIFIER tvec4<T>::tvec4
+	(
+		A const & s1, 
+		tref2<B> const & v, 
+		C const & s2
+	) :
+		x(value_type(s1)),
+		y(value_type(v.x)),
+		z(value_type(v.y)),
+		w(value_type(s2))
+	{}
+
+	template <typename T>
+	template <typename A, typename B, typename C> 
+	GLM_FUNC_QUALIFIER tvec4<T>::tvec4
+	(
+		A const & s1, 
+		B const & s2, 
+		tref2<C> const & v
+	) :
+		x(value_type(s1)),
+		y(value_type(s2)),
+		z(value_type(v.x)),
+		w(value_type(v.y))
+	{}
+
+	template <typename T>
+	template <typename A, typename B> 
+	GLM_FUNC_QUALIFIER tvec4<T>::tvec4
+	(
+		tref3<A> const & v, 
+		B const & s
+	) :
+		x(value_type(v.x)),
+		y(value_type(v.y)),
+		z(value_type(v.z)),
+		w(value_type(s))
+	{}
+
+	template <typename T>
+	template <typename A, typename B> 
+	GLM_FUNC_QUALIFIER tvec4<T>::tvec4
+	(
+		A const & s, 
+		tref3<B> const & v
+	) :
+		x(value_type(s)),
+		y(value_type(v.x)),
+		z(value_type(v.y)),
+		w(value_type(v.z))
+	{}
+
+	template <typename T>
+	template <typename A, typename B> 
+	GLM_FUNC_QUALIFIER tvec4<T>::tvec4
+	(
+		tref2<A> const & v1, 
+		tref2<B> const & v2
+	) :
+		x(value_type(v1.x)),
+		y(value_type(v1.y)),
+		z(value_type(v2.x)),
+		w(value_type(v2.y))
+	{}
+
+	template <typename T>
+	template <typename A, typename B> 
+	GLM_FUNC_QUALIFIER tvec4<T>::tvec4
+	(
+		tvec2<A> const & v1, 
+		tref2<B> const & v2
+	) :
+		x(value_type(v1.x)),
+		y(value_type(v1.y)),
+		z(value_type(v2.x)),
+		w(value_type(v2.y))
+	{}
+
+	template <typename T>
+	template <typename A, typename B> 
+	GLM_FUNC_QUALIFIER tvec4<T>::tvec4
+	(
+		tref2<A> const & v1, 
+		tvec2<B> const & v2
+	) :
+		x(value_type(v1.x)),
+		y(value_type(v1.y)),
+		z(value_type(v2.x)),
+		w(value_type(v2.y))
+	{}
+
 	//////////////////////////////////////
 	// Convertion scalar constructors
 		
@@ -651,6 +758,32 @@ namespace detail
 			(*this)[w]);
 	}
 
+	template <typename T>
+	GLM_FUNC_QUALIFIER tref2<T> tvec4<T>::swizzle
+	(
+		comp x, 
+		comp y
+	)
+	{
+		return tref2<T>(
+			(*this)[x],
+			(*this)[y]);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER tref3<T> tvec4<T>::swizzle
+	(
+		comp x, 
+		comp y, 
+		comp z
+	)
+	{
+		return tref3<T>(
+			(*this)[x],
+			(*this)[y],
+			(*this)[z]);
+	}
+
 	template <typename T>
 	GLM_FUNC_QUALIFIER tref4<T> tvec4<T>::swizzle
 	(
@@ -1241,5 +1374,11 @@ namespace detail
 		return *this;
 	}
 
+	template <typename T> 
+	GLM_FUNC_QUALIFIER tvec4<T> tref4<T>::operator() ()
+	{
+		return tvec4<T>(this->x, this->y, this->z, this->w);
+	}
+
 }//namespace detail
 }//namespace glm

+ 81 - 0
glm/gtc/noise.hpp

@@ -0,0 +1,81 @@
+///////////////////////////////////////////////////////////////////////////////////
+/// OpenGL Mathematics (glm.g-truc.net)
+///
+/// Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
+/// Permission is hereby granted, free of charge, to any person obtaining a copy
+/// of this software and associated documentation files (the "Software"), to deal
+/// in the Software without restriction, including without limitation the rights
+/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+/// copies of the Software, and to permit persons to whom the Software is
+/// furnished to do so, subject to the following conditions:
+/// 
+/// The above copyright notice and this permission notice shall be included in
+/// all copies or substantial portions of the Software.
+/// 
+/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+/// THE SOFTWARE.
+///
+/// @ref gtc_noise
+/// @file glm/gtc/noise.hpp
+/// @date 2011-04-21 / 2011-09-27
+/// @author Christophe Riccio
+///
+/// @see core (dependence)
+///
+/// @defgroup gtx_noise GLM_GTX_noise: Procedural noise functions
+/// @ingroup gtx
+/// 
+/// Defines 2D, 3D and 4D procedural noise functions 
+/// Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise": 
+/// https://github.com/ashima/webgl-noise 
+/// Following Stefan Gustavson's paper "Simplex noise demystified": 
+/// http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
+/// Defines the half-precision floating-point type, along with various typedefs for vectors and matrices.
+/// <glm/gtx/noise.hpp> need to be included to use these functionalities.
+///////////////////////////////////////////////////////////////////////////////////
+
+#ifndef GLM_GTC_noise
+#define GLM_GTC_noise GLM_VERSION
+
+// Dependency:
+#include "../glm.hpp"
+
+#if(defined(GLM_MESSAGES) && !defined(glm_ext))
+#	pragma message("GLM: GLM_GTC_noise extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_noise
+	/// @{
+
+	/// Classic perlin noise.
+	/// From GLM_GTC_noise extension.
+	template <typename T, template<typename> class vecType> 
+    T perlin(
+		vecType<T> const & p);
+		
+	/// Periodic perlin noise.
+	/// From GLM_GTC_noise extension.
+	template <typename T, template<typename> class vecType> 
+    T perlin(
+		vecType<T> const & p, 
+		vecType<T> const & rep);
+
+	/// Simplex noise.
+	/// From GLM_GTC_noise extension.
+	template <typename T, template<typename> class vecType> 
+    T simplex(
+		vecType<T> const & p);
+
+	/// @}
+}//namespace glm
+
+#include "noise.inl"
+
+#endif//GLM_GTC_noise

+ 852 - 0
glm/gtc/noise.inl

@@ -0,0 +1,852 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////
+// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
+///////////////////////////////////////////////////////////////////////////////////////////////////
+// Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise": 
+// https://github.com/ashima/webgl-noise 
+// Following Stefan Gustavson's paper "Simplex noise demystified": 
+// http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
+///////////////////////////////////////////////////////////////////////////////////////////////////
+// Created : 2011-04-21
+// Updated : 2011-09-27
+// Licence : This source is under MIT License
+// File    : glm/gtc/noise.inl
+///////////////////////////////////////////////////////////////////////////////////////////////////
+// Dependency:
+// - GLM core
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+namespace glm{
+
+template <typename T>
+GLM_FUNC_QUALIFIER T mod289(T const & x)
+{
+	return x - floor(x * T(1.0 / 289.0)) * T(289.0);
+}
+
+template <typename T>
+GLM_FUNC_QUALIFIER T permute(T const & x)
+{
+	return mod289(((x * T(34)) + T(1)) * x);
+}
+
+template <typename T, template<typename> class vecType>
+GLM_FUNC_QUALIFIER vecType<T> permute(vecType<T> const & x)
+{
+	return mod289(((x * T(34)) + T(1)) * x);
+}
+  
+template <typename T>
+GLM_FUNC_QUALIFIER T taylorInvSqrt(T const & r)
+{
+	return T(1.79284291400159) - T(0.85373472095314) * r;
+}
+
+template <typename T, template<typename> class vecType>
+GLM_FUNC_QUALIFIER vecType<T> taylorInvSqrt(vecType<T> const & r)
+{
+	return T(1.79284291400159) - T(0.85373472095314) * r;
+}
+
+template <typename T, template <typename> class vecType> 
+GLM_FUNC_QUALIFIER vecType<T> fade(vecType<T> const & t) 
+{
+	return t * t * t * (t * (t * T(6) - T(15)) + T(10));
+}
+
+template <typename T>
+GLM_FUNC_QUALIFIER detail::tvec4<T> grad4(T const & j, detail::tvec4<T> const & ip)
+{
+	detail::tvec3<T> pXYZ = floor(fract(detail::tvec3<T>(j) * detail::tvec3<T>(ip)) * T(7)) * ip[2] - T(1);
+	T pW = T(1.5) - dot(abs(pXYZ), detail::tvec3<T>(1));
+	detail::tvec4<T> s = detail::tvec4<T>(lessThan(detail::tvec4<T>(pXYZ, pW), detail::tvec4<T>(0.0)));
+	pXYZ = pXYZ + (detail::tvec3<T>(s) * T(2) - T(1)) * s.w; 
+	return detail::tvec4<T>(pXYZ, pW);
+}
+
+// Classic Perlin noise
+template <typename T>
+GLM_FUNC_QUALIFIER T perlin(detail::tvec2<T> const & P)
+{
+	detail::tvec4<T> Pi = glm::floor(detail::tvec4<T>(P.x, P.y, P.x, P.y)) + detail::tvec4<T>(0.0, 0.0, 1.0, 1.0);
+	detail::tvec4<T> Pf = glm::fract(detail::tvec4<T>(P.x, P.y, P.x, P.y)) - detail::tvec4<T>(0.0, 0.0, 1.0, 1.0);
+	Pi = mod(Pi, T(289)); // To avoid truncation effects in permutation
+	detail::tvec4<T> ix(Pi.x, Pi.z, Pi.x, Pi.z);
+	detail::tvec4<T> iy(Pi.y, Pi.y, Pi.w, Pi.w);
+	detail::tvec4<T> fx(Pf.x, Pf.z, Pf.x, Pf.z);
+	detail::tvec4<T> fy(Pf.y, Pf.y, Pf.w, Pf.w);
+
+	detail::tvec4<T> i = glm::permute(glm::permute(ix) + iy);
+
+	detail::tvec4<T> gx = T(2) * glm::fract(i / T(41)) - T(1);
+	detail::tvec4<T> gy = glm::abs(gx) - T(0.5);
+	detail::tvec4<T> tx = glm::floor(gx + T(0.5));
+	gx = gx - tx;
+
+	detail::tvec2<T> g00(gx.x, gy.x);
+	detail::tvec2<T> g10(gx.y, gy.y);
+	detail::tvec2<T> g01(gx.z, gy.z);
+	detail::tvec2<T> g11(gx.w, gy.w);
+
+	detail::tvec4<T> norm = taylorInvSqrt(detail::tvec4<T>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
+	g00 *= norm.x;  
+	g01 *= norm.y;  
+	g10 *= norm.z;  
+	g11 *= norm.w;  
+
+	T n00 = dot(g00, detail::tvec2<T>(fx.x, fy.x));
+	T n10 = dot(g10, detail::tvec2<T>(fx.y, fy.y));
+	T n01 = dot(g01, detail::tvec2<T>(fx.z, fy.z));
+	T n11 = dot(g11, detail::tvec2<T>(fx.w, fy.w));
+
+	detail::tvec2<T> fade_xy = fade(detail::tvec2<T>(Pf.x, Pf.y));
+	detail::tvec2<T> n_x = mix(detail::tvec2<T>(n00, n01), detail::tvec2<T>(n10, n11), fade_xy.x);
+	T n_xy = mix(n_x.x, n_x.y, fade_xy.y);
+	return T(2.3) * n_xy;
+}
+
+// Classic Perlin noise
+template <typename T>
+GLM_FUNC_QUALIFIER T perlin(detail::tvec3<T> const & P)
+{
+	detail::tvec3<T> Pi0 = floor(P); // Integer part for indexing
+	detail::tvec3<T> Pi1 = Pi0 + T(1); // Integer part + 1
+	Pi0 = mod289(Pi0);
+	Pi1 = mod289(Pi1);
+	detail::tvec3<T> Pf0 = fract(P); // Fractional part for interpolation
+	detail::tvec3<T> Pf1 = Pf0 - T(1); // Fractional part - 1.0
+	detail::tvec4<T> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
+	detail::tvec4<T> iy = detail::tvec4<T>(detail::tvec2<T>(Pi0.y), detail::tvec2<T>(Pi1.y));
+	detail::tvec4<T> iz0(Pi0.z);
+	detail::tvec4<T> iz1(Pi1.z);
+
+	detail::tvec4<T> ixy = permute(permute(ix) + iy);
+	detail::tvec4<T> ixy0 = permute(ixy + iz0);
+	detail::tvec4<T> ixy1 = permute(ixy + iz1);
+
+	detail::tvec4<T> gx0 = ixy0 * T(1.0 / 7.0);
+	detail::tvec4<T> gy0 = fract(floor(gx0) * T(1.0 / 7.0)) - T(0.5);
+	gx0 = fract(gx0);
+	detail::tvec4<T> gz0 = detail::tvec4<T>(0.5) - abs(gx0) - abs(gy0);
+	detail::tvec4<T> sz0 = step(gz0, detail::tvec4<T>(0.0));
+	gx0 -= sz0 * (step(T(0), gx0) - T(0.5));
+	gy0 -= sz0 * (step(T(0), gy0) - T(0.5));
+
+	detail::tvec4<T> gx1 = ixy1 * T(1.0 / 7.0);
+	detail::tvec4<T> gy1 = fract(floor(gx1) * T(1.0 / 7.0)) - T(0.5);
+	gx1 = fract(gx1);
+	detail::tvec4<T> gz1 = detail::tvec4<T>(0.5) - abs(gx1) - abs(gy1);
+	detail::tvec4<T> sz1 = step(gz1, detail::tvec4<T>(0.0));
+	gx1 -= sz1 * (step(T(0), gx1) - T(0.5));
+	gy1 -= sz1 * (step(T(0), gy1) - T(0.5));
+
+	detail::tvec3<T> g000(gx0.x, gy0.x, gz0.x);
+	detail::tvec3<T> g100(gx0.y, gy0.y, gz0.y);
+	detail::tvec3<T> g010(gx0.z, gy0.z, gz0.z);
+	detail::tvec3<T> g110(gx0.w, gy0.w, gz0.w);
+	detail::tvec3<T> g001(gx1.x, gy1.x, gz1.x);
+	detail::tvec3<T> g101(gx1.y, gy1.y, gz1.y);
+	detail::tvec3<T> g011(gx1.z, gy1.z, gz1.z);
+	detail::tvec3<T> g111(gx1.w, gy1.w, gz1.w);
+
+	detail::tvec4<T> norm0 = taylorInvSqrt(detail::tvec4<T>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
+	g000 *= norm0.x;
+	g010 *= norm0.y;
+	g100 *= norm0.z;
+	g110 *= norm0.w;
+	detail::tvec4<T> norm1 = taylorInvSqrt(detail::tvec4<T>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
+	g001 *= norm1.x;
+	g011 *= norm1.y;
+	g101 *= norm1.z;
+	g111 *= norm1.w;
+
+	T n000 = dot(g000, Pf0);
+	T n100 = dot(g100, detail::tvec3<T>(Pf1.x, Pf0.y, Pf0.z));
+	T n010 = dot(g010, detail::tvec3<T>(Pf0.x, Pf1.y, Pf0.z));
+	T n110 = dot(g110, detail::tvec3<T>(Pf1.x, Pf1.y, Pf0.z));
+	T n001 = dot(g001, detail::tvec3<T>(Pf0.x, Pf0.y, Pf1.z));
+	T n101 = dot(g101, detail::tvec3<T>(Pf1.x, Pf0.y, Pf1.z));
+	T n011 = dot(g011, detail::tvec3<T>(Pf0.x, Pf1.y, Pf1.z));
+	T n111 = dot(g111, Pf1);
+
+	detail::tvec3<T> fade_xyz = fade(Pf0);
+	detail::tvec4<T> n_z = mix(detail::tvec4<T>(n000, n100, n010, n110), detail::tvec4<T>(n001, n101, n011, n111), fade_xyz.z);
+	detail::tvec2<T> n_yz = mix(detail::tvec2<T>(n_z.x, n_z.y), detail::tvec2<T>(n_z.z, n_z.w), fade_xyz.y);
+	T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
+	return T(2.2) * n_xyz;
+}
+/*
+// Classic Perlin noise
+template <typename T>
+GLM_FUNC_QUALIFIER T perlin(detail::tvec3<T> const & P)
+{
+	detail::tvec3<T> Pi0 = floor(P); // Integer part for indexing
+	detail::tvec3<T> Pi1 = Pi0 + T(1); // Integer part + 1
+	Pi0 = mod(Pi0, T(289));
+	Pi1 = mod(Pi1, T(289));
+	detail::tvec3<T> Pf0 = fract(P); // Fractional part for interpolation
+	detail::tvec3<T> Pf1 = Pf0 - T(1); // Fractional part - 1.0
+	detail::tvec4<T> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
+	detail::tvec4<T> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
+	detail::tvec4<T> iz0(Pi0.z);
+	detail::tvec4<T> iz1(Pi1.z);
+
+	detail::tvec4<T> ixy = permute(permute(ix) + iy);
+	detail::tvec4<T> ixy0 = permute(ixy + iz0);
+	detail::tvec4<T> ixy1 = permute(ixy + iz1);
+
+	detail::tvec4<T> gx0 = ixy0 / T(7);
+	detail::tvec4<T> gy0 = fract(floor(gx0) / T(7)) - T(0.5);
+	gx0 = fract(gx0);
+	detail::tvec4<T> gz0 = detail::tvec4<T>(0.5) - abs(gx0) - abs(gy0);
+	detail::tvec4<T> sz0 = step(gz0, detail::tvec4<T>(0.0));
+	gx0 -= sz0 * (step(0.0, gx0) - T(0.5));
+	gy0 -= sz0 * (step(0.0, gy0) - T(0.5));
+
+	detail::tvec4<T> gx1 = ixy1 / T(7);
+	detail::tvec4<T> gy1 = fract(floor(gx1) / T(7)) - T(0.5);
+	gx1 = fract(gx1);
+	detail::tvec4<T> gz1 = detail::tvec4<T>(0.5) - abs(gx1) - abs(gy1);
+	detail::tvec4<T> sz1 = step(gz1, detail::tvec4<T>(0.0));
+	gx1 -= sz1 * (step(T(0), gx1) - T(0.5));
+	gy1 -= sz1 * (step(T(0), gy1) - T(0.5));
+
+	detail::tvec3<T> g000(gx0.x, gy0.x, gz0.x);
+	detail::tvec3<T> g100(gx0.y, gy0.y, gz0.y);
+	detail::tvec3<T> g010(gx0.z, gy0.z, gz0.z);
+	detail::tvec3<T> g110(gx0.w, gy0.w, gz0.w);
+	detail::tvec3<T> g001(gx1.x, gy1.x, gz1.x);
+	detail::tvec3<T> g101(gx1.y, gy1.y, gz1.y);
+	detail::tvec3<T> g011(gx1.z, gy1.z, gz1.z);
+	detail::tvec3<T> g111(gx1.w, gy1.w, gz1.w);
+
+	detail::tvec4<T> norm0 = taylorInvSqrt(detail::tvec4<T>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
+	g000 *= norm0.x;
+	g010 *= norm0.y;
+	g100 *= norm0.z;
+	g110 *= norm0.w;
+	detail::tvec4<T> norm1 = taylorInvSqrt(detail::tvec4<T>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
+	g001 *= norm1.x;
+	g011 *= norm1.y;
+	g101 *= norm1.z;
+	g111 *= norm1.w;
+
+	T n000 = dot(g000, Pf0);
+	T n100 = dot(g100, detail::tvec3<T>(Pf1.x, Pf0.y, Pf0.z));
+	T n010 = dot(g010, detail::tvec3<T>(Pf0.x, Pf1.y, Pf0.z));
+	T n110 = dot(g110, detail::tvec3<T>(Pf1.x, Pf1.y, Pf0.z));
+	T n001 = dot(g001, detail::tvec3<T>(Pf0.x, Pf0.y, Pf1.z));
+	T n101 = dot(g101, detail::tvec3<T>(Pf1.x, Pf0.y, Pf1.z));
+	T n011 = dot(g011, detail::tvec3<T>(Pf0.x, Pf1.y, Pf1.z));
+	T n111 = dot(g111, Pf1);
+
+	detail::tvec3<T> fade_xyz = fade(Pf0);
+	detail::tvec4<T> n_z = mix(detail::tvec4<T>(n000, n100, n010, n110), detail::tvec4<T>(n001, n101, n011, n111), fade_xyz.z);
+	detail::tvec2<T> n_yz = mix(
+        detail::tvec2<T>(n_z.x, n_z.y), 
+        detail::tvec2<T>(n_z.z, n_z.w), fade_xyz.y);
+	T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
+	return T(2.2) * n_xyz;
+}
+*/
+// Classic Perlin noise
+template <typename T>
+GLM_FUNC_QUALIFIER T perlin(detail::tvec4<T> const & P)
+{
+	detail::tvec4<T> Pi0 = floor(P); // Integer part for indexing
+	detail::tvec4<T> Pi1 = Pi0 + T(1); // Integer part + 1
+	Pi0 = mod(Pi0, T(289));
+	Pi1 = mod(Pi1, T(289));
+	detail::tvec4<T> Pf0 = fract(P); // Fractional part for interpolation
+	detail::tvec4<T> Pf1 = Pf0 - T(1); // Fractional part - 1.0
+	detail::tvec4<T> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
+	detail::tvec4<T> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
+	detail::tvec4<T> iz0(Pi0.z);
+	detail::tvec4<T> iz1(Pi1.z);
+	detail::tvec4<T> iw0(Pi0.w);
+	detail::tvec4<T> iw1(Pi1.w);
+
+	detail::tvec4<T> ixy = permute(permute(ix) + iy);
+	detail::tvec4<T> ixy0 = permute(ixy + iz0);
+	detail::tvec4<T> ixy1 = permute(ixy + iz1);
+	detail::tvec4<T> ixy00 = permute(ixy0 + iw0);
+	detail::tvec4<T> ixy01 = permute(ixy0 + iw1);
+	detail::tvec4<T> ixy10 = permute(ixy1 + iw0);
+	detail::tvec4<T> ixy11 = permute(ixy1 + iw1);
+
+	detail::tvec4<T> gx00 = ixy00 / T(7);
+	detail::tvec4<T> gy00 = floor(gx00) / T(7);
+	detail::tvec4<T> gz00 = floor(gy00) / T(6);
+	gx00 = fract(gx00) - T(0.5);
+	gy00 = fract(gy00) - T(0.5);
+	gz00 = fract(gz00) - T(0.5);
+	detail::tvec4<T> gw00 = detail::tvec4<T>(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
+	detail::tvec4<T> sw00 = step(gw00, detail::tvec4<T>(0.0));
+	gx00 -= sw00 * (step(T(0), gx00) - T(0.5));
+	gy00 -= sw00 * (step(T(0), gy00) - T(0.5));
+
+	detail::tvec4<T> gx01 = ixy01 / T(7);
+	detail::tvec4<T> gy01 = floor(gx01) / T(7);
+	detail::tvec4<T> gz01 = floor(gy01) / T(6);
+	gx01 = fract(gx01) - T(0.5);
+	gy01 = fract(gy01) - T(0.5);
+	gz01 = fract(gz01) - T(0.5);
+	detail::tvec4<T> gw01 = detail::tvec4<T>(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
+	detail::tvec4<T> sw01 = step(gw01, detail::tvec4<T>(0.0));
+	gx01 -= sw01 * (step(T(0), gx01) - T(0.5));
+	gy01 -= sw01 * (step(T(0), gy01) - T(0.5));
+
+	detail::tvec4<T> gx10 = ixy10 / T(7);
+	detail::tvec4<T> gy10 = floor(gx10) / T(7);
+	detail::tvec4<T> gz10 = floor(gy10) / T(6);
+	gx10 = fract(gx10) - T(0.5);
+	gy10 = fract(gy10) - T(0.5);
+	gz10 = fract(gz10) - T(0.5);
+	detail::tvec4<T> gw10 = detail::tvec4<T>(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
+	detail::tvec4<T> sw10 = step(gw10, detail::tvec4<T>(0));
+	gx10 -= sw10 * (step(T(0), gx10) - T(0.5));
+	gy10 -= sw10 * (step(T(0), gy10) - T(0.5));
+
+	detail::tvec4<T> gx11 = ixy11 / T(7);
+	detail::tvec4<T> gy11 = floor(gx11) / T(7);
+	detail::tvec4<T> gz11 = floor(gy11) / T(6);
+	gx11 = fract(gx11) - T(0.5);
+	gy11 = fract(gy11) - T(0.5);
+	gz11 = fract(gz11) - T(0.5);
+	detail::tvec4<T> gw11 = detail::tvec4<T>(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
+	detail::tvec4<T> sw11 = step(gw11, detail::tvec4<T>(0.0));
+	gx11 -= sw11 * (step(T(0), gx11) - T(0.5));
+	gy11 -= sw11 * (step(T(0), gy11) - T(0.5));
+
+	detail::tvec4<T> g0000(gx00.x, gy00.x, gz00.x, gw00.x);
+	detail::tvec4<T> g1000(gx00.y, gy00.y, gz00.y, gw00.y);
+	detail::tvec4<T> g0100(gx00.z, gy00.z, gz00.z, gw00.z);
+	detail::tvec4<T> g1100(gx00.w, gy00.w, gz00.w, gw00.w);
+	detail::tvec4<T> g0010(gx10.x, gy10.x, gz10.x, gw10.x);
+	detail::tvec4<T> g1010(gx10.y, gy10.y, gz10.y, gw10.y);
+	detail::tvec4<T> g0110(gx10.z, gy10.z, gz10.z, gw10.z);
+	detail::tvec4<T> g1110(gx10.w, gy10.w, gz10.w, gw10.w);
+	detail::tvec4<T> g0001(gx01.x, gy01.x, gz01.x, gw01.x);
+	detail::tvec4<T> g1001(gx01.y, gy01.y, gz01.y, gw01.y);
+	detail::tvec4<T> g0101(gx01.z, gy01.z, gz01.z, gw01.z);
+	detail::tvec4<T> g1101(gx01.w, gy01.w, gz01.w, gw01.w);
+	detail::tvec4<T> g0011(gx11.x, gy11.x, gz11.x, gw11.x);
+	detail::tvec4<T> g1011(gx11.y, gy11.y, gz11.y, gw11.y);
+	detail::tvec4<T> g0111(gx11.z, gy11.z, gz11.z, gw11.z);
+	detail::tvec4<T> g1111(gx11.w, gy11.w, gz11.w, gw11.w);
+
+	detail::tvec4<T> norm00 = taylorInvSqrt(detail::tvec4<T>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
+	g0000 *= norm00.x;
+	g0100 *= norm00.y;
+	g1000 *= norm00.z;
+	g1100 *= norm00.w;
+
+	detail::tvec4<T> norm01 = taylorInvSqrt(detail::tvec4<T>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
+	g0001 *= norm01.x;
+	g0101 *= norm01.y;
+	g1001 *= norm01.z;
+	g1101 *= norm01.w;
+
+	detail::tvec4<T> norm10 = taylorInvSqrt(detail::tvec4<T>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
+	g0010 *= norm10.x;
+	g0110 *= norm10.y;
+	g1010 *= norm10.z;
+	g1110 *= norm10.w;
+
+	detail::tvec4<T> norm11 = taylorInvSqrt(detail::tvec4<T>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
+	g0011 *= norm11.x;
+	g0111 *= norm11.y;
+	g1011 *= norm11.z;
+	g1111 *= norm11.w;
+
+	T n0000 = dot(g0000, Pf0);
+	T n1000 = dot(g1000, detail::tvec4<T>(Pf1.x, Pf0.y, Pf0.z, Pf0.w));
+	T n0100 = dot(g0100, detail::tvec4<T>(Pf0.x, Pf1.y, Pf0.z, Pf0.w));
+	T n1100 = dot(g1100, detail::tvec4<T>(Pf1.x, Pf1.y, Pf0.z, Pf0.w));
+	T n0010 = dot(g0010, detail::tvec4<T>(Pf0.x, Pf0.y, Pf1.z, Pf0.w));
+	T n1010 = dot(g1010, detail::tvec4<T>(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
+	T n0110 = dot(g0110, detail::tvec4<T>(Pf0.x, Pf1.y, Pf1.z, Pf0.w));
+	T n1110 = dot(g1110, detail::tvec4<T>(Pf1.x, Pf1.y, Pf1.z, Pf0.w));
+	T n0001 = dot(g0001, detail::tvec4<T>(Pf0.x, Pf0.y, Pf0.z, Pf1.w));
+	T n1001 = dot(g1001, detail::tvec4<T>(Pf1.x, Pf0.y, Pf0.z, Pf1.w));
+	T n0101 = dot(g0101, detail::tvec4<T>(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
+	T n1101 = dot(g1101, detail::tvec4<T>(Pf1.x, Pf1.y, Pf0.z, Pf1.w));
+	T n0011 = dot(g0011, detail::tvec4<T>(Pf0.x, Pf0.y, Pf1.z, Pf1.w));
+	T n1011 = dot(g1011, detail::tvec4<T>(Pf1.x, Pf0.y, Pf1.z, Pf1.w));
+	T n0111 = dot(g0111, detail::tvec4<T>(Pf0.x, Pf1.y, Pf1.z, Pf1.w));
+	T n1111 = dot(g1111, Pf1);
+
+	detail::tvec4<T> fade_xyzw = fade(Pf0);
+	detail::tvec4<T> n_0w = mix(detail::tvec4<T>(n0000, n1000, n0100, n1100), detail::tvec4<T>(n0001, n1001, n0101, n1101), fade_xyzw.w);
+	detail::tvec4<T> n_1w = mix(detail::tvec4<T>(n0010, n1010, n0110, n1110), detail::tvec4<T>(n0011, n1011, n0111, n1111), fade_xyzw.w);
+	detail::tvec4<T> n_zw = mix(n_0w, n_1w, fade_xyzw.z);
+	detail::tvec2<T> n_yzw = mix(detail::tvec2<T>(n_zw.x, n_zw.y), detail::tvec2<T>(n_zw.z, n_zw.w), fade_xyzw.y);
+	T n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
+	return T(2.2) * n_xyzw;
+}
+
+// Classic Perlin noise, periodic variant
+template <typename T>
+GLM_FUNC_QUALIFIER T perlin(detail::tvec2<T> const & P, detail::tvec2<T> const & rep)
+{
+	detail::tvec4<T> Pi = floor(detail::tvec4<T>(P.x, P.y, P.x, P.y)) + detail::tvec4<T>(0.0, 0.0, 1.0, 1.0);
+	detail::tvec4<T> Pf = fract(detail::tvec4<T>(P.x, P.y, P.x, P.y)) - detail::tvec4<T>(0.0, 0.0, 1.0, 1.0);
+	Pi = mod(Pi, detail::tvec4<T>(rep.x, rep.y, rep.x, rep.y)); // To create noise with explicit period
+	Pi = mod(Pi, T(289)); // To avoid truncation effects in permutation
+	detail::tvec4<T> ix(Pi.x, Pi.z, Pi.x, Pi.z);
+	detail::tvec4<T> iy(Pi.y, Pi.y, Pi.w, Pi.w);
+	detail::tvec4<T> fx(Pf.x, Pf.z, Pf.x, Pf.z);
+	detail::tvec4<T> fy(Pf.y, Pf.y, Pf.w, Pf.w);
+
+	detail::tvec4<T> i = permute(permute(ix) + iy);
+
+	detail::tvec4<T> gx = T(2) * fract(i / T(41)) - T(1);
+	detail::tvec4<T> gy = abs(gx) - T(0.5);
+	detail::tvec4<T> tx = floor(gx + T(0.5));
+	gx = gx - tx;
+
+	detail::tvec2<T> g00(gx.x, gy.x);
+	detail::tvec2<T> g10(gx.y, gy.y);
+	detail::tvec2<T> g01(gx.z, gy.z);
+	detail::tvec2<T> g11(gx.w, gy.w);
+
+	detail::tvec4<T> norm = taylorInvSqrt(detail::tvec4<T>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
+	g00 *= norm.x;  
+	g01 *= norm.y;  
+	g10 *= norm.z;  
+	g11 *= norm.w;  
+
+	T n00 = dot(g00, detail::tvec2<T>(fx.x, fy.x));
+	T n10 = dot(g10, detail::tvec2<T>(fx.y, fy.y));
+	T n01 = dot(g01, detail::tvec2<T>(fx.z, fy.z));
+	T n11 = dot(g11, detail::tvec2<T>(fx.w, fy.w));
+
+	detail::tvec2<T> fade_xy = fade(detail::tvec2<T>(Pf.x, Pf.y));
+	detail::tvec2<T> n_x = mix(detail::tvec2<T>(n00, n01), detail::tvec2<T>(n10, n11), fade_xy.x);
+	T n_xy = mix(n_x.x, n_x.y, fade_xy.y);
+	return T(2.3) * n_xy;
+}
+
+// Classic Perlin noise, periodic variant
+template <typename T>
+GLM_FUNC_QUALIFIER T perlin(detail::tvec3<T> const & P, detail::tvec3<T> const & rep)
+{
+	detail::tvec3<T> Pi0 = mod(floor(P), rep); // Integer part, modulo period
+	detail::tvec3<T> Pi1 = mod(Pi0 + detail::tvec3<T>(1.0), rep); // Integer part + 1, mod period
+	Pi0 = mod(Pi0, T(289));
+	Pi1 = mod(Pi1, T(289));
+	detail::tvec3<T> Pf0 = fract(P); // Fractional part for interpolation
+	detail::tvec3<T> Pf1 = Pf0 - detail::tvec3<T>(1.0); // Fractional part - 1.0
+	detail::tvec4<T> ix = detail::tvec4<T>(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
+	detail::tvec4<T> iy = detail::tvec4<T>(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
+	detail::tvec4<T> iz0(Pi0.z);
+	detail::tvec4<T> iz1(Pi1.z);
+
+	detail::tvec4<T> ixy = permute(permute(ix) + iy);
+	detail::tvec4<T> ixy0 = permute(ixy + iz0);
+	detail::tvec4<T> ixy1 = permute(ixy + iz1);
+
+	detail::tvec4<T> gx0 = ixy0 / T(7);
+	detail::tvec4<T> gy0 = fract(floor(gx0) / T(7)) - T(0.5);
+	gx0 = fract(gx0);
+	detail::tvec4<T> gz0 = detail::tvec4<T>(0.5) - abs(gx0) - abs(gy0);
+	detail::tvec4<T> sz0 = step(gz0, detail::tvec4<T>(0));
+	gx0 -= sz0 * (step(0.0, gx0) - T(0.5));
+	gy0 -= sz0 * (step(0.0, gy0) - T(0.5));
+
+	detail::tvec4<T> gx1 = ixy1 / T(7);
+	detail::tvec4<T> gy1 = fract(floor(gx1) / T(7)) - T(0.5);
+	gx1 = fract(gx1);
+	detail::tvec4<T> gz1 = detail::tvec4<T>(0.5) - abs(gx1) - abs(gy1);
+	detail::tvec4<T> sz1 = step(gz1, detail::tvec4<T>(0.0));
+	gx1 -= sz1 * (step(0.0, gx1) - T(0.5));
+	gy1 -= sz1 * (step(0.0, gy1) - T(0.5));
+
+	detail::tvec3<T> g000 = detail::tvec3<T>(gx0.x, gy0.x, gz0.x);
+	detail::tvec3<T> g100 = detail::tvec3<T>(gx0.y, gy0.y, gz0.y);
+	detail::tvec3<T> g010 = detail::tvec3<T>(gx0.z, gy0.z, gz0.z);
+	detail::tvec3<T> g110 = detail::tvec3<T>(gx0.w, gy0.w, gz0.w);
+	detail::tvec3<T> g001 = detail::tvec3<T>(gx1.x, gy1.x, gz1.x);
+	detail::tvec3<T> g101 = detail::tvec3<T>(gx1.y, gy1.y, gz1.y);
+	detail::tvec3<T> g011 = detail::tvec3<T>(gx1.z, gy1.z, gz1.z);
+	detail::tvec3<T> g111 = detail::tvec3<T>(gx1.w, gy1.w, gz1.w);
+
+	detail::tvec4<T> norm0 = taylorInvSqrt(detail::tvec4<T>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
+	g000 *= norm0.x;
+	g010 *= norm0.y;
+	g100 *= norm0.z;
+	g110 *= norm0.w;
+	detail::tvec4<T> norm1 = taylorInvSqrt(detail::tvec4<T>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
+	g001 *= norm1.x;
+	g011 *= norm1.y;
+	g101 *= norm1.z;
+	g111 *= norm1.w;
+
+	T n000 = dot(g000, Pf0);
+	T n100 = dot(g100, detail::tvec3<T>(Pf1.x, Pf0.y, Pf0.z));
+	T n010 = dot(g010, detail::tvec3<T>(Pf0.x, Pf1.y, Pf0.z));
+	T n110 = dot(g110, detail::tvec3<T>(Pf1.x, Pf1.y, Pf0.z));
+	T n001 = dot(g001, detail::tvec3<T>(Pf0.x, Pf0.y, Pf1.z));
+	T n101 = dot(g101, detail::tvec3<T>(Pf1.x, Pf0.y, Pf1.z));
+	T n011 = dot(g011, detail::tvec3<T>(Pf0.x, Pf1.y, Pf1.z));
+	T n111 = dot(g111, Pf1);
+
+	detail::tvec3<T> fade_xyz = fade(Pf0);
+	detail::tvec4<T> n_z = mix(detail::tvec4<T>(n000, n100, n010, n110), detail::tvec4<T>(n001, n101, n011, n111), fade_xyz.z);
+	detail::tvec2<T> n_yz = mix(detail::tvec2<T>(n_z.x, n_z.y), detail::tvec2<T>(n_z.z, n_z.w), fade_xyz.y);
+	T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
+	return T(2.2) * n_xyz;
+}
+
+// Classic Perlin noise, periodic version
+template <typename T>
+GLM_FUNC_QUALIFIER T perlin(detail::tvec4<T> const & P, detail::tvec4<T> const & rep)
+{
+	detail::tvec4<T> Pi0 = mod(floor(P), rep); // Integer part modulo rep
+	detail::tvec4<T> Pi1 = mod(Pi0 + T(1), rep); // Integer part + 1 mod rep
+	detail::tvec4<T> Pf0 = fract(P); // Fractional part for interpolation
+	detail::tvec4<T> Pf1 = Pf0 - T(1); // Fractional part - 1.0
+	detail::tvec4<T> ix = detail::tvec4<T>(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
+	detail::tvec4<T> iy = detail::tvec4<T>(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
+	detail::tvec4<T> iz0(Pi0.z);
+	detail::tvec4<T> iz1(Pi1.z);
+	detail::tvec4<T> iw0(Pi0.w);
+	detail::tvec4<T> iw1(Pi1.w);
+
+	detail::tvec4<T> ixy = permute(permute(ix) + iy);
+	detail::tvec4<T> ixy0 = permute(ixy + iz0);
+	detail::tvec4<T> ixy1 = permute(ixy + iz1);
+	detail::tvec4<T> ixy00 = permute(ixy0 + iw0);
+	detail::tvec4<T> ixy01 = permute(ixy0 + iw1);
+	detail::tvec4<T> ixy10 = permute(ixy1 + iw0);
+	detail::tvec4<T> ixy11 = permute(ixy1 + iw1);
+
+	detail::tvec4<T> gx00 = ixy00 / T(7);
+	detail::tvec4<T> gy00 = floor(gx00) / T(7);
+	detail::tvec4<T> gz00 = floor(gy00) / T(6);
+	gx00 = fract(gx00) - T(0.5);
+	gy00 = fract(gy00) - T(0.5);
+	gz00 = fract(gz00) - T(0.5);
+	detail::tvec4<T> gw00 = detail::tvec4<T>(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
+	detail::tvec4<T> sw00 = step(gw00, detail::tvec4<T>(0));
+	gx00 -= sw00 * (step(0.0, gx00) - T(0.5));
+	gy00 -= sw00 * (step(0.0, gy00) - T(0.5));
+
+	detail::tvec4<T> gx01 = ixy01 / T(7);
+	detail::tvec4<T> gy01 = floor(gx01) / T(7);
+	detail::tvec4<T> gz01 = floor(gy01) / T(6);
+	gx01 = fract(gx01) - T(0.5);
+	gy01 = fract(gy01) - T(0.5);
+	gz01 = fract(gz01) - T(0.5);
+	detail::tvec4<T> gw01 = detail::tvec4<T>(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
+	detail::tvec4<T> sw01 = step(gw01, detail::tvec4<T>(0.0));
+	gx01 -= sw01 * (step(0.0, gx01) - T(0.5));
+	gy01 -= sw01 * (step(0.0, gy01) - T(0.5));
+
+	detail::tvec4<T> gx10 = ixy10 / T(7);
+	detail::tvec4<T> gy10 = floor(gx10) / T(7);
+	detail::tvec4<T> gz10 = floor(gy10) / T(6);
+	gx10 = fract(gx10) - T(0.5);
+	gy10 = fract(gy10) - T(0.5);
+	gz10 = fract(gz10) - T(0.5);
+	detail::tvec4<T> gw10 = detail::tvec4<T>(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
+	detail::tvec4<T> sw10 = step(gw10, detail::tvec4<T>(0.0));
+	gx10 -= sw10 * (step(0.0, gx10) - T(0.5));
+	gy10 -= sw10 * (step(0.0, gy10) - T(0.5));
+
+	detail::tvec4<T> gx11 = ixy11 / T(7);
+	detail::tvec4<T> gy11 = floor(gx11) / T(7);
+	detail::tvec4<T> gz11 = floor(gy11) / T(6);
+	gx11 = fract(gx11) - T(0.5);
+	gy11 = fract(gy11) - T(0.5);
+	gz11 = fract(gz11) - T(0.5);
+	detail::tvec4<T> gw11 = detail::tvec4<T>(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
+	detail::tvec4<T> sw11 = step(gw11, detail::tvec4<T>(0.0));
+	gx11 -= sw11 * (step(0.0, gx11) - T(0.5));
+	gy11 -= sw11 * (step(0.0, gy11) - T(0.5));
+
+	detail::tvec4<T> g0000(gx00.x, gy00.x, gz00.x, gw00.x);
+	detail::tvec4<T> g1000(gx00.y, gy00.y, gz00.y, gw00.y);
+	detail::tvec4<T> g0100(gx00.z, gy00.z, gz00.z, gw00.z);
+	detail::tvec4<T> g1100(gx00.w, gy00.w, gz00.w, gw00.w);
+	detail::tvec4<T> g0010(gx10.x, gy10.x, gz10.x, gw10.x);
+	detail::tvec4<T> g1010(gx10.y, gy10.y, gz10.y, gw10.y);
+	detail::tvec4<T> g0110(gx10.z, gy10.z, gz10.z, gw10.z);
+	detail::tvec4<T> g1110(gx10.w, gy10.w, gz10.w, gw10.w);
+	detail::tvec4<T> g0001(gx01.x, gy01.x, gz01.x, gw01.x);
+	detail::tvec4<T> g1001(gx01.y, gy01.y, gz01.y, gw01.y);
+	detail::tvec4<T> g0101(gx01.z, gy01.z, gz01.z, gw01.z);
+	detail::tvec4<T> g1101(gx01.w, gy01.w, gz01.w, gw01.w);
+	detail::tvec4<T> g0011(gx11.x, gy11.x, gz11.x, gw11.x);
+	detail::tvec4<T> g1011(gx11.y, gy11.y, gz11.y, gw11.y);
+	detail::tvec4<T> g0111(gx11.z, gy11.z, gz11.z, gw11.z);
+	detail::tvec4<T> g1111(gx11.w, gy11.w, gz11.w, gw11.w);
+
+	detail::tvec4<T> norm00 = taylorInvSqrt(detail::tvec4<T>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
+	g0000 *= norm00.x;
+	g0100 *= norm00.y;
+	g1000 *= norm00.z;
+	g1100 *= norm00.w;
+
+	detail::tvec4<T> norm01 = taylorInvSqrt(detail::tvec4<T>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
+	g0001 *= norm01.x;
+	g0101 *= norm01.y;
+	g1001 *= norm01.z;
+	g1101 *= norm01.w;
+
+	detail::tvec4<T> norm10 = taylorInvSqrt(detail::tvec4<T>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
+	g0010 *= norm10.x;
+	g0110 *= norm10.y;
+	g1010 *= norm10.z;
+	g1110 *= norm10.w;
+
+	detail::tvec4<T> norm11 = taylorInvSqrt(detail::tvec4<T>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
+	g0011 *= norm11.x;
+	g0111 *= norm11.y;
+	g1011 *= norm11.z;
+	g1111 *= norm11.w;
+
+	T n0000 = dot(g0000, Pf0);
+	T n1000 = dot(g1000, detail::tvec4<T>(Pf1.x, Pf0.y, Pf0.z, Pf0.w));
+	T n0100 = dot(g0100, detail::tvec4<T>(Pf0.x, Pf1.y, Pf0.z, Pf0.w));
+	T n1100 = dot(g1100, detail::tvec4<T>(Pf1.x, Pf1.y, Pf0.z, Pf0.w));
+	T n0010 = dot(g0010, detail::tvec4<T>(Pf0.x, Pf0.y, Pf1.z, Pf0.w));
+	T n1010 = dot(g1010, detail::tvec4<T>(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
+	T n0110 = dot(g0110, detail::tvec4<T>(Pf0.x, Pf1.y, Pf1.z, Pf0.w));
+	T n1110 = dot(g1110, detail::tvec4<T>(Pf1.x, Pf1.y, Pf1.z, Pf0.w));
+	T n0001 = dot(g0001, detail::tvec4<T>(Pf0.x, Pf0.y, Pf0.z, Pf1.w));
+	T n1001 = dot(g1001, detail::tvec4<T>(Pf1.x, Pf0.y, Pf0.z, Pf1.w));
+	T n0101 = dot(g0101, detail::tvec4<T>(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
+	T n1101 = dot(g1101, detail::tvec4<T>(Pf1.x, Pf1.y, Pf0.z, Pf1.w));
+	T n0011 = dot(g0011, detail::tvec4<T>(Pf0.x, Pf0.y, Pf1.z, Pf1.w));
+	T n1011 = dot(g1011, detail::tvec4<T>(Pf1.x, Pf0.y, Pf1.z, Pf1.w));
+	T n0111 = dot(g0111, detail::tvec4<T>(Pf0.x, Pf1.y, Pf1.z, Pf1.w));
+	T n1111 = dot(g1111, Pf1);
+
+	detail::tvec4<T> fade_xyzw = fade(Pf0);
+	detail::tvec4<T> n_0w = mix(detail::tvec4<T>(n0000, n1000, n0100, n1100), detail::tvec4<T>(n0001, n1001, n0101, n1101), fade_xyzw.w);
+	detail::tvec4<T> n_1w = mix(detail::tvec4<T>(n0010, n1010, n0110, n1110), detail::tvec4<T>(n0011, n1011, n0111, n1111), fade_xyzw.w);
+	detail::tvec4<T> n_zw = mix(n_0w, n_1w, fade_xyzw.z);
+	detail::tvec2<T> n_yzw = mix(detail::tvec2<T>(n_zw.x, n_zw.y), detail::tvec2<T>(n_zw.z, n_zw.w), fade_xyzw.y);
+	T n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
+	return T(2.2) * n_xyzw;
+}
+
+template <typename T>
+GLM_FUNC_QUALIFIER T simplex(glm::detail::tvec2<T> const & v)
+{
+	detail::tvec4<T> const C = detail::tvec4<T>(
+		T( 0.211324865405187),  // (3.0 -  sqrt(3.0)) / 6.0
+		T( 0.366025403784439),  //  0.5 * (sqrt(3.0)  - 1.0)
+		T(-0.577350269189626),	// -1.0 + 2.0 * C.x
+		T( 0.024390243902439)); //  1.0 / 41.0
+
+	// First corner
+	detail::tvec2<T> i  = floor(v + dot(v, detail::tvec2<T>(C[1])));
+	detail::tvec2<T> x0 = v -   i + dot(i, detail::tvec2<T>(C[0]));
+
+	// Other corners
+	//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
+	//i1.y = 1.0 - i1.x;
+	detail::tvec2<T> i1 = (x0.x > x0.y) ? detail::tvec2<T>(1, 0) : detail::tvec2<T>(0, 1);
+	// x0 = x0 - 0.0 + 0.0 * C.xx ;
+	// x1 = x0 - i1 + 1.0 * C.xx ;
+	// x2 = x0 - 1.0 + 2.0 * C.xx ;
+	detail::tvec4<T> x12 = detail::tvec4<T>(x0.x, x0.y, x0.x, x0.y) + detail::tvec4<T>(C.x, C.x, C.z, C.z);
+	x12 = detail::tvec4<T>(detail::tvec2<T>(x12) - i1, x12.z, x12.w);
+
+	// Permutations
+	i = mod(i, T(289)); // Avoid truncation effects in permutation
+	detail::tvec3<T> p = permute(
+		permute(i.y + detail::tvec3<T>(T(0), i1.y, T(1)))
+		+ i.x + detail::tvec3<T>(T(0), i1.x, T(1)));
+
+	detail::tvec3<T> m = max(T(0.5) - detail::tvec3<T>(
+		dot(x0, x0), 
+		dot(detail::tvec2<T>(x12.x, x12.y), detail::tvec2<T>(x12.x, x12.y)), 
+		dot(detail::tvec2<T>(x12.z, x12.w), detail::tvec2<T>(x12.z, x12.w))), T(0));
+	m = m * m ;
+	m = m * m ;
+
+	// Gradients: 41 points uniformly over a line, mapped onto a diamond.
+	// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
+
+	detail::tvec3<T> x = T(2) * fract(p * C.w) - T(1);
+	detail::tvec3<T> h = abs(x) - T(0.5);
+	detail::tvec3<T> ox = floor(x + T(0.5));
+	detail::tvec3<T> a0 = x - ox;
+
+	// Normalise gradients implicitly by scaling m
+	// Inlined for speed: m *= taylorInvSqrt( a0*a0 + h*h );
+	m *= T(1.79284291400159) - T(0.85373472095314) * (a0 * a0 + h * h);
+
+	// Compute final noise value at P
+	detail::tvec3<T> g;
+	g.x  = a0.x  * x0.x  + h.x  * x0.y;
+	//g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+	g.y = a0.y * x12.x + h.y * x12.y;
+	g.z = a0.z * x12.z + h.z * x12.w;
+	return T(130) * dot(m, g);
+}
+
+template <typename T>
+GLM_FUNC_QUALIFIER T simplex(detail::tvec3<T> const & v)
+{ 
+	detail::tvec2<T> const C(1.0 / 6.0, 1.0 / 3.0);
+	detail::tvec4<T> const D(0.0, 0.5, 1.0, 2.0);
+
+	// First corner
+	detail::tvec3<T> i(floor(v + dot(v, detail::tvec3<T>(C.y))));
+	detail::tvec3<T> x0(v - i + dot(i, detail::tvec3<T>(C.x)));
+
+	// Other corners
+	detail::tvec3<T> g(step(detail::tvec3<T>(x0.y, x0.z, x0.x), x0));
+	detail::tvec3<T> l(T(1) - g);
+	detail::tvec3<T> i1(min(g, detail::tvec3<T>(l.z, l.x, l.y)));
+	detail::tvec3<T> i2(max(g, detail::tvec3<T>(l.z, l.x, l.y)));
+
+	//   x0 = x0 - 0.0 + 0.0 * C.xxx;
+	//   x1 = x0 - i1  + 1.0 * C.xxx;
+	//   x2 = x0 - i2  + 2.0 * C.xxx;
+	//   x3 = x0 - 1.0 + 3.0 * C.xxx;
+	detail::tvec3<T> x1(x0 - i1 + C.x);
+	detail::tvec3<T> x2(x0 - i2 + C.y); // 2.0*C.x = 1/3 = C.y
+	detail::tvec3<T> x3(x0 - D.y);      // -1.0+3.0*C.x = -0.5 = -D.y
+
+	// Permutations
+	i = mod289(i); 
+	detail::tvec4<T> p(permute(permute(permute( 
+		i.z + detail::tvec4<T>(T(0), i1.z, i2.z, T(1))) + 
+		i.y + detail::tvec4<T>(T(0), i1.y, i2.y, T(1))) + 
+		i.x + detail::tvec4<T>(T(0), i1.x, i2.x, T(1))));
+
+	// Gradients: 7x7 points over a square, mapped onto an octahedron.
+	// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
+	T n_ = T(0.142857142857); // 1.0/7.0
+	detail::tvec3<T> ns(n_ * detail::tvec3<T>(D.w, D.y, D.z) - detail::tvec3<T>(D.x, D.z, D.x));
+
+	detail::tvec4<T> j(p - T(49) * floor(p * ns.z * ns.z));  //  mod(p,7*7)
+
+	detail::tvec4<T> x_(floor(j * ns.z));
+	detail::tvec4<T> y_(floor(j - T(7) * x_));    // mod(j,N)
+
+	detail::tvec4<T> x(x_ * ns.x + ns.y);
+	detail::tvec4<T> y(y_ * ns.x + ns.y);
+	detail::tvec4<T> h(T(1) - abs(x) - abs(y));
+
+	detail::tvec4<T> b0(x.x, x.y, y.x, y.y);
+	detail::tvec4<T> b1(x.z, x.w, y.z, y.w);
+
+	// vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
+	// vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
+	detail::tvec4<T> s0(floor(b0) * T(2) + T(1));
+	detail::tvec4<T> s1(floor(b1) * T(2) + T(1));
+	detail::tvec4<T> sh(-step(h, detail::tvec4<T>(0.0)));
+
+	detail::tvec4<T> a0 = detail::tvec4<T>(b0.x, b0.z, b0.y, b0.w) + detail::tvec4<T>(s0.x, s0.z, s0.y, s0.w) * detail::tvec4<T>(sh.x, sh.x, sh.y, sh.y);
+	detail::tvec4<T> a1 = detail::tvec4<T>(b1.x, b1.z, b1.y, b1.w) + detail::tvec4<T>(s1.x, s1.z, s1.y, s1.w) * detail::tvec4<T>(sh.z, sh.z, sh.w, sh.w);
+
+	detail::tvec3<T> p0(a0.x, a0.y, h.x);
+	detail::tvec3<T> p1(a0.z, a0.w, h.y);
+	detail::tvec3<T> p2(a1.x, a1.y, h.z);
+	detail::tvec3<T> p3(a1.z, a1.w, h.w);
+
+	// Normalise gradients
+	detail::tvec4<T> norm = taylorInvSqrt(detail::tvec4<T>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
+	p0 *= norm.x;
+	p1 *= norm.y;
+	p2 *= norm.z;
+	p3 *= norm.w;
+
+	// Mix final noise value
+	detail::tvec4<T> m = max(T(0.6) - detail::tvec4<T>(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), T(0));
+	m = m * m;
+	return T(42) * dot(m * m, detail::tvec4<T>(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
+}
+
+template <typename T>
+GLM_FUNC_QUALIFIER T simplex(detail::tvec4<T> const & v)
+{
+	detail::tvec4<T> const C(
+		0.138196601125011,  // (5 - sqrt(5))/20  G4
+		0.276393202250021,  // 2 * G4
+		0.414589803375032,  // 3 * G4
+		-0.447213595499958); // -1 + 4 * G4
+
+	// (sqrt(5) - 1)/4 = F4, used once below
+	T const F4 = T(0.309016994374947451);
+
+	// First corner
+	detail::tvec4<T> i  = floor(v + dot(v, vec4(F4)));
+	detail::tvec4<T> x0 = v -   i + dot(i, vec4(C.x));
+
+	// Other corners
+
+	// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
+	detail::tvec4<T> i0;
+	detail::tvec3<T> isX = step(detail::tvec3<T>(x0.y, x0.z, x0.w), detail::tvec3<T>(x0.x));
+	detail::tvec3<T> isYZ = step(detail::tvec3<T>(x0.z, x0.w, x0.w), detail::tvec3<T>(x0.y, x0.y, x0.z));
+	//  i0.x = dot(isX, vec3(1.0));
+	//i0.x = isX.x + isX.y + isX.z;
+	//i0.yzw = T(1) - isX;
+    i0 = detail::tvec4<T>(isX.x + isX.y + isX.z, T(1) - isX);
+	//  i0.y += dot(isYZ.xy, vec2(1.0));
+	i0.y += isYZ.x + isYZ.y;
+	//i0.zw += 1.0 - detail::tvec2<T>(isYZ.x, isYZ.y);
+    i0.z += T(1) - isYZ.x;
+    i0.w += T(1) - isYZ.y;
+	i0.z += isYZ.z;
+	i0.w += T(1) - isYZ.z;
+
+	// i0 now contains the unique values 0,1,2,3 in each channel
+	detail::tvec4<T> i3 = clamp(i0, 0.0, 1.0);
+	detail::tvec4<T> i2 = clamp(i0 - 1.0, 0.0, 1.0);
+	detail::tvec4<T> i1 = clamp(i0 - 2.0, 0.0, 1.0);
+
+	//  x0 = x0 - 0.0 + 0.0 * C.xxxx
+	//  x1 = x0 - i1  + 0.0 * C.xxxx
+	//  x2 = x0 - i2  + 0.0 * C.xxxx
+	//  x3 = x0 - i3  + 0.0 * C.xxxx
+	//  x4 = x0 - 1.0 + 4.0 * C.xxxx
+	detail::tvec4<T> x1 = x0 - i1 + C.x;
+	detail::tvec4<T> x2 = x0 - i2 + C.y;
+	detail::tvec4<T> x3 = x0 - i3 + C.z;
+	detail::tvec4<T> x4 = x0 + C.w;
+
+	// Permutations
+	i = mod(i, T(289)); 
+	T j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
+	detail::tvec4<T> j1 = permute(permute(permute(permute(
+				i.w + detail::tvec4<T>(i1.w, i2.w, i3.w, T(1)))
+			+ i.z + detail::tvec4<T>(i1.z, i2.z, i3.z, T(1)))
+			+ i.y + detail::tvec4<T>(i1.y, i2.y, i3.y, T(1)))
+			+ i.x + detail::tvec4<T>(i1.x, i2.x, i3.x, T(1)));
+
+	// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
+	// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
+	detail::tvec4<T> ip = detail::tvec4<T>(T(1) / T(294), T(1) / T(49), T(1) / T(7), T(0));
+
+	detail::tvec4<T> p0 = grad4(j0,   ip);
+	detail::tvec4<T> p1 = grad4(j1.x, ip);
+	detail::tvec4<T> p2 = grad4(j1.y, ip);
+	detail::tvec4<T> p3 = grad4(j1.z, ip);
+	detail::tvec4<T> p4 = grad4(j1.w, ip);
+
+	// Normalise gradients
+	detail::tvec4<T> norm = taylorInvSqrt(detail::tvec4<T>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
+	p0 *= norm.x;
+	p1 *= norm.y;
+	p2 *= norm.z;
+	p3 *= norm.w;
+	p4 *= taylorInvSqrt(dot(p4, p4));
+
+	// Mix contributions from the five corners
+	detail::tvec3<T> m0 = max(T(0.6) - detail::tvec3<T>(dot(x0, x0), dot(x1, x1), dot(x2, x2)), T(0));
+	detail::tvec2<T> m1 = max(T(0.6) - detail::tvec2<T>(dot(x3, x3), dot(x4, x4)             ), T(0));
+	m0 = m0 * m0;
+	m1 = m1 * m1;
+	return T(49) * 
+		(dot(m0 * m0, detail::tvec3<T>(dot(p0, x0), dot(p1, x1), dot(p2, x2))) + 
+		dot(m1 * m1, detail::tvec2<T>(dot(p3, x3), dot(p4, x4))));
+}
+
+}//namespace glm

+ 34 - 9
glm/gtc/random.hpp

@@ -65,21 +65,46 @@ namespace glm
 		genType const & Max);
 
 	/// Generate random numbers in the interval [Min, Max], according a gaussian distribution 
-	/// (From GLM_GTX_random extension)
-	template <typename T, template <typename> class vecType> 
-	vecType<T> gaussRand(
-		vecType<T> const & Mean, 
-		vecType<T> const & Deviation);
+	/// 
+	/// @param Mean
+	/// @param Deviation
+	/// @see gtc_random
+	template <typename genType>
+	genType gaussRand(
+		genType const & Mean, 
+		genType const & Deviation);
 	
 	/// Generate a random 2D vector which coordinates are regulary distributed on a circle of a given radius
-	/// (From GLM_GTX_random extension)
+	/// 
+	/// @param Radius 
+	/// @see gtc_random
 	template <typename T> 
-	detail::tvec2<T> circularRand(T const & Radius); 
+	detail::tvec2<T> circularRand(
+		T const & Radius); 
 	
 	/// Generate a random 3D vector which coordinates are regulary distributed on a sphere of a given radius
-	/// (From GLM_GTX_random extension)
+	/// 
+	/// @param Radius
+	/// @see gtc_random
 	template <typename T> 
-	detail::tvec3<T> sphericalRand(T const & Radius); 
+	detail::tvec3<T> sphericalRand(
+		T const & Radius); 
+	
+	/// Generate a random 2D vector which coordinates are regulary distributed within the area of a disk of a given radius
+	/// 
+	/// @param Radius
+	/// @see gtc_random
+	template <typename T> 
+	detail::tvec2<T> diskRand(
+		T const & Radius); 
+	
+	/// Generate a random 3D vector which coordinates are regulary distributed within the volume of a ball of a given radius
+	/// 
+	/// @param Radius
+	/// @see gtc_random
+	template <typename T>
+	GLM_FUNC_QUALIFIER detail::tvec3<T> ballRand(
+		T const & Radius);
 	
 	/// @}
 }//namespace glm

+ 192 - 0
glm/gtc/random.inl

@@ -12,5 +12,197 @@
 
 namespace glm{
 
+template <> 
+GLM_FUNC_QUALIFIER glm::half linearRand
+(
+	glm::half const & Min, 
+	glm::half const & Max
+)
+{
+	return glm::half(float(std::rand()) / float(RAND_MAX) * (float(Max) - float(Min)) + float(Min));
+}
+	
+template <> 
+GLM_FUNC_QUALIFIER float linearRand
+(
+	float const & Min, 
+	float const & Max
+)
+{
+	return float(std::rand()) / float(RAND_MAX) * (Max - Min) + Min;
+}
+	
+template <> 
+GLM_FUNC_QUALIFIER double linearRand
+(
+	double const & Min, 
+	double const & Max
+)
+{
+	return double(std::rand()) / double(RAND_MAX) * (Max - Min) + Min;
+}
+	
+template <typename T>
+GLM_FUNC_QUALIFIER detail::tvec2<T> linearRand
+(
+	detail::tvec2<T> const & Min, 
+	detail::tvec2<T> const & Max
+)
+{
+	return detail::tvec2<T>(
+		linearRand(Min.x, Max.x),
+		linearRand(Min.y, Max.y));
+}
+	
+template <typename T>
+GLM_FUNC_QUALIFIER detail::tvec3<T> linearRand
+(
+	detail::tvec3<T> const & Min, 
+	detail::tvec3<T> const & Max
+)
+{
+	return detail::tvec3<T>(
+		linearRand(Min.x, Max.x),
+		linearRand(Min.y, Max.y),
+		linearRand(Min.z, Max.z));
+}
+
+template <typename T>
+GLM_FUNC_QUALIFIER detail::tvec4<T> linearRand
+(
+	detail::tvec4<T> const & Min, 
+	detail::tvec4<T> const & Max
+)
+{
+	return detail::tvec4<T>(
+		linearRand(Min.x, Max.x),
+		linearRand(Min.y, Max.y),
+		linearRand(Min.z, Max.z),
+		linearRand(Min.w, Max.w));
+}
+
+template <typename genType> 
+GLM_FUNC_QUALIFIER genType gaussRand
+(
+	genType const & Mean,	
+	genType const & Deviation
+)
+{
+    genType w, x1, x2;
+	
+    do
+    {
+        x1 = linearRand(genType(-1), genType(1));
+        x2 = linearRand(genType(-1), genType(1));
+		
+        w = x1 * x1 + x2 * x2;
+    } while(w > genType(1));
+	
+    return x2 * Deviation * Deviation * sqrt((genType(-2) * log(w)) / w) + Mean;
+}
+
+template <typename T>
+GLM_FUNC_QUALIFIER detail::tvec2<T> gaussRand
+(
+	detail::tvec2<T> const & Mean, 
+	detail::tvec2<T> const & Deviation
+)
+{
+	return detail::tvec2<T>(
+		gaussRand(Mean.x, Deviation.x),
+		gaussRand(Mean.y, Deviation.y));
+}
+	
+template <typename T>
+GLM_FUNC_QUALIFIER detail::tvec3<T> gaussRand
+(
+	detail::tvec3<T> const & Mean, 
+	detail::tvec3<T> const & Deviation
+)
+{
+	return detail::tvec3<T>(
+		gaussRand(Mean.x, Deviation.x),
+		gaussRand(Mean.y, Deviation.y),
+		gaussRand(Mean.z, Deviation.z));
+}
+	
+template <typename T>
+GLM_FUNC_QUALIFIER detail::tvec4<T> gaussRand
+(
+	detail::tvec4<T> const & Mean, 
+	detail::tvec4<T> const & Deviation
+)
+{
+	return detail::tvec4<T>(
+		gaussRand(Mean.x, Deviation.x),
+		gaussRand(Mean.y, Deviation.y),
+		gaussRand(Mean.z, Deviation.z),
+		gaussRand(Mean.w, Deviation.w));
+}
+	
+template <typename T>
+GLM_FUNC_QUALIFIER detail::tvec2<T> diskRand
+(
+	T const & Radius
+)
+{		
+	detail::tvec2<T> Result(T(0));
+	T LenRadius(T(0));
+		
+	do
+	{
+		Result = linearRand(detail::tvec2<T>(-Radius), detail::tvec2<T>(Radius));
+		LenRadius = length(Result);
+	}
+	while(LenRadius > Radius);
+		
+	return Result;
+}
+	
+template <typename T>
+GLM_FUNC_QUALIFIER detail::tvec3<T> ballRand
+(
+	T const & Radius
+)
+{		
+	detail::tvec3<T> Result(T(0));
+	T LenRadius(T(0));
+		
+	do
+	{
+		Result = linearRand(detail::tvec3<T>(-Radius), detail::tvec3<T>(Radius));
+		LenRadius = length(Result);
+	}
+	while(LenRadius > Radius);
+		
+	return Result;
+}
+	
+template <typename T> 
+GLM_FUNC_QUALIFIER detail::tvec2<T> circularRand
+(
+	T const & Radius
+)
+{
+	T a = linearRand(T(0), T(6.283185307179586476925286766559f));
+	return detail::tvec2<T>(cos(a), sin(a)) * Radius;		
+}
+	
+template <typename T> 
+GLM_FUNC_QUALIFIER detail::tvec3<T> sphericalRand
+(
+	T const & Radius
+)
+{
+	T z = linearRand(T(-1), T(1));
+	T a = linearRand(T(0), T(6.283185307179586476925286766559f));
+	
+	T r = sqrt(T(1) - z * z);
+	
+	T x = r * cos(a);
+	T y = r * sin(a);
+	
+	return detail::tvec3<T>(x, y, z) * Radius;	
+}
 
 }//namespace glm

+ 177 - 0
glm/gtx/constants.hpp

@@ -0,0 +1,177 @@
+///////////////////////////////////////////////////////////////////////////////////
+/// OpenGL Mathematics (glm.g-truc.net)
+///
+/// Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
+/// Permission is hereby granted, free of charge, to any person obtaining a copy
+/// of this software and associated documentation files (the "Software"), to deal
+/// in the Software without restriction, including without limitation the rights
+/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+/// copies of the Software, and to permit persons to whom the Software is
+/// furnished to do so, subject to the following conditions:
+/// 
+/// The above copyright notice and this permission notice shall be included in
+/// all copies or substantial portions of the Software.
+/// 
+/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+/// THE SOFTWARE.
+///
+/// @ref constants
+/// @file glm/gtx/constants.hpp
+/// @date 2011-09-30 / 2011-09-30
+/// @author Christophe Riccio
+///
+/// @see core (dependence)
+/// @see gtc_half_float (dependence)
+///
+/// @defgroup gtx_constants GLM_GTX_constants: Provide build-in constants
+/// @ingroup gtx
+/// 
+/// @brief Allow to perform bit operations on integer values
+/// 
+/// <glm/gtx/constants.hpp> need to be included to use these functionalities.
+///////////////////////////////////////////////////////////////////////////////////
+
+#ifndef GLM_GTX_constants
+#define GLM_GTX_constants GLM_VERSION
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtc/half_float.hpp"
+
+#if(defined(GLM_MESSAGES) && !defined(glm_ext))
+#	pragma message("GLM: GLM_GTX_constants extension included")
+#endif
+
+namespace glm
+{
+	/// @addtogroup gtx_constants
+	/// @{
+
+	template <typename T>
+	T pi();
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T pi()
+	{
+		return T(3.14159265358979323846264338327950288);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T root_pi()
+	{
+		return T(1.772453850905516027);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T half_pi()
+	{
+		return T(1.57079632679489661923132169163975144);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T quarter_pi()
+	{
+		return T(0.785398163397448309615660845819875721);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T one_over_pi()
+	{
+		return T(0.318309886183790671537767526745028724);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T two_over_pi()
+	{
+		return T(0.636619772367581343075535053490057448);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T two_over_root_pi()
+	{
+		return T(1.12837916709551257389615890312154517);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T one_over_root_two()
+	{
+		return T(0.707106781186547524400844362104849039);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T root_half_pi()
+	{
+		return T(1.253314137315500251);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T root_two_pi()
+	{
+		return T(2.506628274631000502);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T root_ln_four()
+	{
+		return T(1.17741002251547469);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T e()
+	{
+		return T(2.71828182845904523536);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T euler()
+	{
+		return T(0.577215664901532860606);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T root_two()
+	{
+		return T(1.41421356237309504880168872420969808);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T ln_two()
+	{
+		return T(0.693147180559945309417232121458176568);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T ln_ten(2.30258509299404568401799145468436421)
+	{
+		return T();
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T ln_ln_two()
+	{
+		return T(-0.3665129205816643);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T third()
+	{
+		return T(0.333333333333333333);
+	}
+
+	template <typename T>
+	GLM_FUNC_QUALIFIER T twothirds()
+	{
+		return T(0.666666666666666666);
+	}
+
+	/// @}
+} //namespace glm
+
+#include "constants.inl"
+
+#endif//GLM_GTX_constants

+ 792 - 0
glm/gtx/constants.inl

@@ -0,0 +1,792 @@
+///////////////////////////////////////////////////////////////////////////////////
+/// OpenGL Mathematics (glm.g-truc.net)
+///
+/// Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
+/// Permission is hereby granted, free of charge, to any person obtaining a copy
+/// of this software and associated documentation files (the "Software"), to deal
+/// in the Software without restriction, including without limitation the rights
+/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+/// copies of the Software, and to permit persons to whom the Software is
+/// furnished to do so, subject to the following conditions:
+/// 
+/// The above copyright notice and this permission notice shall be included in
+/// all copies or substantial portions of the Software.
+/// 
+/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+/// THE SOFTWARE.
+///
+/// @ref gtc_half_float
+/// @file glm/gtc/half_float.inl
+/// @date 2009-04-29 / 2011-06-05
+/// @author Christophe Riccio
+///////////////////////////////////////////////////////////////////////////////////
+
+#include "../core/_detail.hpp"
+
+namespace glm{
+
+template <typename genIType>
+GLM_FUNC_QUALIFIER genIType mask
+(
+	genIType const & count
+)
+{
+	return ((genIType(1) << (count)) - genIType(1));
+}
+
+template <typename valIType>
+GLM_FUNC_QUALIFIER detail::tvec2<valIType> mask
+(
+	detail::tvec2<valIType> const & count
+)
+{
+	return detail::tvec2<valIType>(
+		mask(count[0]),
+		mask(count[1]));
+}
+
+template <typename valIType>
+GLM_FUNC_QUALIFIER detail::tvec3<valIType> mask
+(
+	detail::tvec3<valIType> const & count
+)
+{
+	return detail::tvec3<valIType>(
+		mask(count[0]),
+		mask(count[1]),
+		mask(count[2]));
+}
+
+template <typename valIType>
+GLM_FUNC_QUALIFIER detail::tvec4<valIType> mask
+(
+	detail::tvec4<valIType> const & count
+)
+{
+	return detail::tvec4<valIType>(
+		mask(count[0]),
+		mask(count[1]),
+		mask(count[2]),
+		mask(count[3]));
+}
+
+// extractField
+template <typename genIType>
+GLM_FUNC_QUALIFIER genIType extractField
+(
+	half const & value, 
+	genIType const & first, 
+	genIType const & count
+)
+{
+	assert(first + count < sizeof(half));
+	return (value._data() << first) >> ((sizeof(half) << 3) - count);
+}
+
+template <typename genIType>
+GLM_FUNC_QUALIFIER genIType extractField
+(
+	float const & value, 
+	genIType const & first, 
+	genIType const & count
+)
+{
+	assert(first + count < sizeof(float));
+	return (detail::uif32(value).i << first) >> ((sizeof(float) << 3) - count);
+}
+
+template <typename genIType>
+GLM_FUNC_QUALIFIER genIType extractField
+(
+	double const & value, 
+	genIType const & first, 
+	genIType const & count
+)
+{
+	assert(first + count < sizeof(double));
+	return (detail::uif64(value).i << first) >> ((sizeof(double) << genIType(3)) - count);
+}
+
+template <typename genIUType, typename sizeType>
+GLM_FUNC_QUALIFIER genIUType extractField
+(
+	genIUType const & Value, 
+	sizeType const & First, 
+	sizeType const & Count
+)
+{
+	sizeType GenSize = sizeof(genIUType) << 3;
+
+	assert(First + Count <= GenSize);
+
+	genIUType ShiftLeft = Count ? Value << (GenSize - (Count + First)) : 0;
+	genIUType ShiftBack = ShiftLeft >> genIUType(GenSize - Count);
+
+	return ShiftBack;
+}
+
+template <typename genIUType, typename sizeType>
+GLM_FUNC_QUALIFIER detail::tvec2<genIUType> extractField
+(
+	detail::tvec2<genIUType> const & value, 
+	sizeType const & first, 
+	sizeType const & count
+)
+{
+	return detail::tvec2<genIUType>(
+		extractField(value[0], first, count),
+		extractField(value[1], first, count));
+}
+
+template <typename genIUType, typename sizeType>
+GLM_FUNC_QUALIFIER detail::tvec3<genIUType> extractField
+(
+	detail::tvec3<genIUType> const & value, 
+	sizeType const & first, 
+	sizeType const & count
+)
+{
+	return detail::tvec3<genIUType>(
+		extractField(value[0], first, count),
+		extractField(value[1], first, count),
+		extractField(value[2], first, count));
+}
+
+template <typename genIUType, typename sizeType>
+GLM_FUNC_QUALIFIER detail::tvec4<genIUType> extractField
+(
+	detail::tvec4<genIUType> const & value, 
+	sizeType const & first, 
+	sizeType const & count
+)
+{
+	return detail::tvec4<genIUType>(
+		extractField(value[0], first, count),
+		extractField(value[1], first, count),
+		extractField(value[2], first, count),
+		extractField(value[3], first, count));
+}
+
+template <typename genIUType, typename sizeType>
+GLM_FUNC_QUALIFIER detail::tvec2<genIUType> extractField
+(
+	detail::tvec2<genIUType> const & value, 
+	detail::tvec2<sizeType> const & first, 
+	detail::tvec2<sizeType> const & count
+)
+{
+	return detail::tvec2<genIUType>(
+		extractField(value[0], first[0], count[0]),
+		extractField(value[1], first[1], count[1]));
+}
+
+template <typename genIUType, typename sizeType>
+GLM_FUNC_QUALIFIER detail::tvec3<genIUType> extractField
+(
+	detail::tvec3<genIUType> const & value, 
+	detail::tvec3<sizeType> const & first, 
+	detail::tvec3<sizeType> const & count
+)
+{
+	return detail::tvec3<genIUType>(
+		extractField(value[0], first[0], count[0]),
+		extractField(value[1], first[1], count[1]),
+		extractField(value[2], first[2], count[2]));
+}
+
+template <typename genIUType, typename sizeType>
+GLM_FUNC_QUALIFIER detail::tvec4<genIUType> extractField
+(
+	detail::tvec4<genIUType> const & value, 
+	detail::tvec4<sizeType> const & first, 
+	detail::tvec4<sizeType> const & count
+)
+{
+	return detail::tvec4<genIUType>(
+		extractField(value[0], first[0], count[0]),
+		extractField(value[1], first[1], count[1]),
+		extractField(value[2], first[2], count[2]),
+		extractField(value[3], first[3], count[3]));
+}
+
+template <typename genIUType, typename sizeType>
+GLM_FUNC_QUALIFIER detail::tvec2<genIUType> extractField
+(
+	genIUType const & value, 
+	detail::tvec2<sizeType> const & first, 
+	detail::tvec2<sizeType> const & count
+)
+{
+	return detail::tvec2<genIUType>(
+		extractField(value, first[0], count[0]),
+		extractField(value, first[1], count[1]));
+}
+
+template <typename genIUType, typename sizeType>
+GLM_FUNC_QUALIFIER detail::tvec3<genIUType> extractField
+(
+	genIUType const & value, 
+	detail::tvec3<sizeType> const & first, 
+	detail::tvec3<sizeType> const & count
+)
+{
+	return detail::tvec3<genIUType>(
+		extractField(value, first[0], count[0]),
+		extractField(value, first[1], count[1]),
+		extractField(value, first[2], count[2]));
+}
+
+template <typename genIUType, typename sizeType>
+GLM_FUNC_QUALIFIER detail::tvec4<genIUType> extractField
+(
+	genIUType const & value, 
+	detail::tvec4<sizeType> const & first, 
+	detail::tvec4<sizeType> const & count
+)
+{
+	return detail::tvec4<genIUType>(
+		extractField(value, first[0], count[0]),
+		extractField(value, first[1], count[1]),
+		extractField(value, first[2], count[2]),
+		extractField(value, first[3], count[3]));
+}
+
+// lowestBit
+template <typename genType>
+GLM_FUNC_QUALIFIER int lowestBit
+(
+	genType const & Value
+)
+{
+	assert(Value != genType(0)); // not valid call
+
+	genType Bit;
+	for(Bit = genType(0); !(Value & (1 << Bit)); ++Bit){}
+	return Bit;
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec2<int> lowestBit
+(
+	detail::tvec2<valType> const & value
+)
+{
+	return detail::tvec2<int>(
+		lowestBit(value[0]),
+		lowestBit(value[1]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec3<int> lowestBit
+(
+	detail::tvec3<valType> const & value
+)
+{
+	return detail::tvec3<int>(
+		lowestBit(value[0]),
+		lowestBit(value[1]),
+		lowestBit(value[2]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec4<int> lowestBit
+(
+	detail::tvec4<valType> const & value
+)
+{
+	return detail::tvec4<int>(
+		lowestBit(value[0]),
+		lowestBit(value[1]),
+		lowestBit(value[2]),
+		lowestBit(value[3]));
+}
+
+// highestBit
+template <typename genType>
+GLM_FUNC_QUALIFIER int highestBit
+(
+	genType const & value
+)
+{
+	assert(value != genType(0)); // not valid call
+
+	genType bit = genType(-1);
+	for(genType tmp = value; tmp; tmp >>= 1, ++bit){}
+	return bit;
+}
+
+//template <>
+//GLM_FUNC_QUALIFIER int highestBit<int>
+//(
+//	int value
+//)
+//{
+//	int bit = -1;
+//	for(int tmp = value; tmp; tmp >>= 1, ++bit);
+//	return bit;
+//}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec2<int> highestBit
+(
+	detail::tvec2<valType> const & value
+)
+{
+	return detail::tvec2<int>(
+		highestBit(value[0]),
+		highestBit(value[1]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec3<int> highestBit
+(
+	detail::tvec3<valType> const & value
+)
+{
+	return detail::tvec3<int>(
+		highestBit(value[0]),
+		highestBit(value[1]),
+		highestBit(value[2]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec4<int> highestBit
+(
+	detail::tvec4<valType> const & value
+)
+{
+	return detail::tvec4<int>(
+		highestBit(value[0]),
+		highestBit(value[1]),
+		highestBit(value[2]),
+		highestBit(value[3]));
+}
+
+// highestBitValue
+template <typename genType>
+GLM_FUNC_QUALIFIER genType highestBitValue
+(
+	genType const & value
+)
+{
+	genType tmp = value;
+	genType result = genType(0);
+	while(tmp)
+	{
+		result = (tmp & (~tmp + 1)); // grab lowest bit
+		tmp &= ~result; // clear lowest bit
+	}
+	return result;
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec2<int> highestBitValue
+(
+	detail::tvec2<valType> const & value
+)
+{
+	return detail::tvec2<int>(
+		highestBitValue(value[0]),
+		highestBitValue(value[1]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec3<int> highestBitValue
+(
+	detail::tvec3<valType> const & value
+)
+{
+	return detail::tvec3<int>(
+		highestBitValue(value[0]),
+		highestBitValue(value[1]),
+		highestBitValue(value[2]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec4<int> highestBitValue
+(
+	detail::tvec4<valType> const & value
+)
+{
+	return detail::tvec4<int>(
+		highestBitValue(value[0]),
+		highestBitValue(value[1]),
+		highestBitValue(value[2]),
+		highestBitValue(value[3]));
+}
+
+// isPowerOfTwo
+template <typename genType>
+GLM_FUNC_QUALIFIER bool isPowerOfTwo(genType const & Value)
+{
+	//detail::If<std::numeric_limits<genType>::is_signed>::apply(abs, Value);
+	//return !(Value & (Value - 1));
+
+    // For old complier?
+	genType Result = Value;
+	if(std::numeric_limits<genType>::is_signed)
+		Result = abs(Result);
+	return !(Result & (Result - 1));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec2<bool> isPowerOfTwo
+(
+	detail::tvec2<valType> const & value
+)
+{
+	return detail::tvec2<bool>(
+		isPowerOfTwo(value[0]),
+		isPowerOfTwo(value[1]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec3<bool> isPowerOfTwo
+(
+	detail::tvec3<valType> const & value
+)
+{
+	return detail::tvec3<bool>(
+		isPowerOfTwo(value[0]),
+		isPowerOfTwo(value[1]),
+		isPowerOfTwo(value[2]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec4<bool> isPowerOfTwo
+(
+	detail::tvec4<valType> const & value
+)
+{
+	return detail::tvec4<bool>(
+		isPowerOfTwo(value[0]),
+		isPowerOfTwo(value[1]),
+		isPowerOfTwo(value[2]),
+		isPowerOfTwo(value[3]));
+}
+
+// powerOfTwoAbove
+template <typename genType>
+GLM_FUNC_QUALIFIER genType powerOfTwoAbove(genType const & value)
+{
+	return isPowerOfTwo(value) ? value : highestBitValue(value) << 1;
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec2<valType> powerOfTwoAbove
+(
+	detail::tvec2<valType> const & value
+)
+{
+	return detail::tvec2<valType>(
+		powerOfTwoAbove(value[0]),
+		powerOfTwoAbove(value[1]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec3<valType> powerOfTwoAbove
+(
+	detail::tvec3<valType> const & value
+)
+{
+	return detail::tvec3<valType>(
+		powerOfTwoAbove(value[0]),
+		powerOfTwoAbove(value[1]),
+		powerOfTwoAbove(value[2]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec4<valType> powerOfTwoAbove
+(
+	detail::tvec4<valType> const & value
+)
+{
+	return detail::tvec4<valType>(
+		powerOfTwoAbove(value[0]),
+		powerOfTwoAbove(value[1]),
+		powerOfTwoAbove(value[2]),
+		powerOfTwoAbove(value[3]));
+}
+
+// powerOfTwoBelow
+template <typename genType>
+GLM_FUNC_QUALIFIER genType powerOfTwoBelow
+(
+	genType const & value
+)
+{
+	return isPowerOfTwo(value) ? value : highestBitValue(value);
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec2<valType> powerOfTwoBelow
+(
+	detail::tvec2<valType> const & value
+)
+{
+	return detail::tvec2<valType>(
+		powerOfTwoBelow(value[0]),
+		powerOfTwoBelow(value[1]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec3<valType> powerOfTwoBelow
+(
+	detail::tvec3<valType> const & value
+)
+{
+	return detail::tvec3<valType>(
+		powerOfTwoBelow(value[0]),
+		powerOfTwoBelow(value[1]),
+		powerOfTwoBelow(value[2]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec4<valType> powerOfTwoBelow
+(
+	detail::tvec4<valType> const & value
+)
+{
+	return detail::tvec4<valType>(
+		powerOfTwoBelow(value[0]),
+		powerOfTwoBelow(value[1]),
+		powerOfTwoBelow(value[2]),
+		powerOfTwoBelow(value[3]));
+}
+
+// powerOfTwoNearest
+template <typename genType>
+GLM_FUNC_QUALIFIER genType powerOfTwoNearest
+(
+	genType const & value
+)
+{
+	if(isPowerOfTwo(value))
+		return value;
+
+	genType prev = highestBitValue(value);
+	genType next = prev << 1;
+	return (next - value) < (value - prev) ? next : prev;
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec2<valType> powerOfTwoNearest
+(
+	detail::tvec2<valType> const & value
+)
+{
+	return detail::tvec2<valType>(
+		powerOfTwoNearest(value[0]),
+		powerOfTwoNearest(value[1]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec3<valType> powerOfTwoNearest
+(
+	detail::tvec3<valType> const & value
+)
+{
+	return detail::tvec3<valType>(
+		powerOfTwoNearest(value[0]),
+		powerOfTwoNearest(value[1]),
+		powerOfTwoNearest(value[2]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec4<valType> powerOfTwoNearest
+(
+	detail::tvec4<valType> const & value
+)
+{
+	return detail::tvec4<valType>(
+		powerOfTwoNearest(value[0]),
+		powerOfTwoNearest(value[1]),
+		powerOfTwoNearest(value[2]),
+		powerOfTwoNearest(value[3]));
+}
+
+template <typename genType>
+GLM_FUNC_QUALIFIER genType bitRevert(genType const & In)
+{
+	GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_integer, "'bitRevert' only accept integer values");
+
+	genType Out = 0;
+	std::size_t BitSize = sizeof(genType) * 8;
+	for(std::size_t i = 0; i < BitSize; ++i)
+		if(In & (genType(1) << i))
+			Out |= genType(1) << (BitSize - 1 - i);
+	return Out;
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec2<valType> bitRevert
+(
+	detail::tvec2<valType> const & Value
+)
+{
+	return detail::tvec2<valType>(
+		bitRevert(Value[0]),
+		bitRevert(Value[1]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec3<valType> bitRevert
+(
+	detail::tvec3<valType> const & Value
+)
+{
+	return detail::tvec3<valType>(
+		bitRevert(Value[0]),
+		bitRevert(Value[1]),
+		bitRevert(Value[2]));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec4<valType> bitRevert
+(
+	detail::tvec4<valType> const & Value
+)
+{
+	return detail::tvec4<valType>(
+		bitRevert(Value[0]),
+		bitRevert(Value[1]),
+		bitRevert(Value[2]),
+		bitRevert(Value[3]));
+}
+
+template <typename genType>
+GLM_FUNC_QUALIFIER genType bitRotateRight(genType const & In, std::size_t Shift)
+{
+	GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_integer, "'bitRotateRight' only accept integer values");
+
+	std::size_t BitSize = sizeof(genType) * 8;
+	return (In << Shift) | (In >> (BitSize - Shift));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec2<valType> bitRotateRight
+(
+	detail::tvec2<valType> const & Value, 
+	std::size_t Shift
+)
+{
+	return detail::tvec2<valType>(
+		bitRotateRight(Value[0], Shift),
+		bitRotateRight(Value[1], Shift));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec3<valType> bitRotateRight
+(
+	detail::tvec3<valType> const & Value, 
+	std::size_t Shift
+)
+{
+	return detail::tvec3<valType>(
+		bitRotateRight(Value[0], Shift),
+		bitRotateRight(Value[1], Shift),
+		bitRotateRight(Value[2], Shift));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec4<valType> bitRotateRight
+(
+	detail::tvec4<valType> const & Value, 
+	std::size_t Shift
+)
+{
+	return detail::tvec4<valType>(
+		bitRotateRight(Value[0], Shift),
+		bitRotateRight(Value[1], Shift),
+		bitRotateRight(Value[2], Shift),
+		bitRotateRight(Value[3], Shift));
+}
+
+template <typename genType>
+GLM_FUNC_QUALIFIER genType bitRotateLeft(genType const & In, std::size_t Shift)
+{
+	GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_integer, "'bitRotateLeft' only accept integer values");
+
+	std::size_t BitSize = sizeof(genType) * 8;
+	return (In >> Shift) | (In << (BitSize - Shift));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec2<valType> bitRotateLeft
+(
+	detail::tvec2<valType> const & Value, 
+	std::size_t Shift
+)
+{
+	return detail::tvec2<valType>(
+		bitRotateLeft(Value[0], Shift),
+		bitRotateLeft(Value[1], Shift));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec3<valType> bitRotateLeft
+(
+	detail::tvec3<valType> const & Value, 
+	std::size_t Shift
+)
+{
+	return detail::tvec3<valType>(
+		bitRotateLeft(Value[0], Shift),
+		bitRotateLeft(Value[1], Shift),
+		bitRotateLeft(Value[2], Shift));
+}
+
+template <typename valType>
+GLM_FUNC_QUALIFIER detail::tvec4<valType> bitRotateLeft
+(
+	detail::tvec4<valType> const & Value, 
+	std::size_t Shift
+)
+{
+	return detail::tvec4<valType>(
+		bitRotateLeft(Value[0], Shift),
+		bitRotateLeft(Value[1], Shift),
+		bitRotateLeft(Value[2], Shift),
+		bitRotateLeft(Value[3], Shift));
+}
+
+template <typename genIUType>
+GLM_FUNC_QUALIFIER genIUType fillBitfieldWithOne
+(
+	genIUType const & Value,
+	int const & FromBit, 
+	int const & ToBit
+)
+{
+	assert(FromBit <= ToBit);
+	assert(ToBit <= sizeof(genIUType) * std::size_t(8));
+
+	genIUType Result = Value;
+	for(std::size_t i = 0; i <= ToBit; ++i)
+		Result |= (1 << i);
+	return Result;
+}
+
+template <typename genIUType>
+GLM_FUNC_QUALIFIER genIUType fillBitfieldWithZero
+(
+	genIUType const & Value,
+	int const & FromBit, 
+	int const & ToBit
+)
+{
+	assert(FromBit <= ToBit);
+	assert(ToBit <= sizeof(genIUType) * std::size_t(8));
+
+	genIUType Result = Value;
+	for(std::size_t i = 0; i <= ToBit; ++i)
+		Result &= ~(1 << i);
+	return Result;
+}
+
+}//namespace glm

+ 1 - 19
glm/gtx/noise.hpp

@@ -44,6 +44,7 @@
 
 // Dependency:
 #include "../glm.hpp"
+#include "../gtc/noise.hpp"
 
 #if(defined(GLM_MESSAGES) && !defined(glm_ext))
 #	pragma message("GLM: GLM_GTX_noise extension included")
@@ -54,25 +55,6 @@ namespace glm
 	/// @addtogroup gtx_noise
 	/// @{
 
-	//! Classic perlin noise.
-	//! From GLM_GTX_noise extension.
-	template <typename T, template<typename> class vecType> 
-    T perlin(
-		vecType<T> const & p);
-		
-	//! Periodic perlin noise.
-	//! From GLM_GTX_noise extension.
-	template <typename T, template<typename> class vecType> 
-    T perlin(
-		vecType<T> const & p, 
-		vecType<T> const & rep);
-
-	//! Simplex noise.
-	//! From GLM_GTX_noise extension.
-	template <typename T, template<typename> class vecType> 
-    T simplex(
-		vecType<T> const & p);
-
 	/// @}
 }//namespace glm
 

+ 0 - 832
glm/gtx/noise.inl

@@ -17,836 +17,4 @@
 
 namespace glm{
 
-template <typename T>
-GLM_FUNC_QUALIFIER T mod289(T const & x)
-{
-	return x - floor(x * T(1.0 / 289.0)) * T(289.0);
-}
-
-template <typename T>
-GLM_FUNC_QUALIFIER T permute(T const & x)
-{
-	return mod289(((x * T(34)) + T(1)) * x);
-}
-
-template <typename T, template<typename> class vecType>
-GLM_FUNC_QUALIFIER vecType<T> permute(vecType<T> const & x)
-{
-	return mod289(((x * T(34)) + T(1)) * x);
-}
-  
-template <typename T>
-GLM_FUNC_QUALIFIER T taylorInvSqrt(T const & r)
-{
-	return T(1.79284291400159) - T(0.85373472095314) * r;
-}
-
-template <typename T, template<typename> class vecType>
-GLM_FUNC_QUALIFIER vecType<T> taylorInvSqrt(vecType<T> const & r)
-{
-	return T(1.79284291400159) - T(0.85373472095314) * r;
-}
-
-template <typename T, template <typename> class vecType> 
-GLM_FUNC_QUALIFIER vecType<T> fade(vecType<T> const & t) 
-{
-	return t * t * t * (t * (t * T(6) - T(15)) + T(10));
-}
-
-template <typename T>
-GLM_FUNC_QUALIFIER detail::tvec4<T> grad4(T const & j, detail::tvec4<T> const & ip)
-{
-	detail::tvec3<T> pXYZ = floor(fract(detail::tvec3<T>(j) * detail::tvec3<T>(ip)) * T(7)) * ip[2] - T(1);
-	T pW = T(1.5) - dot(abs(pXYZ), detail::tvec3<T>(1));
-	detail::tvec4<T> s = detail::tvec4<T>(lessThan(detail::tvec4<T>(pXYZ, pW), detail::tvec4<T>(0.0)));
-	pXYZ = pXYZ + (detail::tvec3<T>(s) * T(2) - T(1)) * s.w; 
-	return detail::tvec4<T>(pXYZ, pW);
-}
-
-// Classic Perlin noise
-template <typename T>
-GLM_FUNC_QUALIFIER T perlin(detail::tvec2<T> const & P)
-{
-	detail::tvec4<T> Pi = glm::floor(detail::tvec4<T>(P.x, P.y, P.x, P.y)) + detail::tvec4<T>(0.0, 0.0, 1.0, 1.0);
-	detail::tvec4<T> Pf = glm::fract(detail::tvec4<T>(P.x, P.y, P.x, P.y)) - detail::tvec4<T>(0.0, 0.0, 1.0, 1.0);
-	Pi = mod(Pi, T(289)); // To avoid truncation effects in permutation
-	detail::tvec4<T> ix(Pi.x, Pi.z, Pi.x, Pi.z);
-	detail::tvec4<T> iy(Pi.y, Pi.y, Pi.w, Pi.w);
-	detail::tvec4<T> fx(Pf.x, Pf.z, Pf.x, Pf.z);
-	detail::tvec4<T> fy(Pf.y, Pf.y, Pf.w, Pf.w);
-
-	detail::tvec4<T> i = glm::permute(glm::permute(ix) + iy);
-
-	detail::tvec4<T> gx = T(2) * glm::fract(i / T(41)) - T(1);
-	detail::tvec4<T> gy = glm::abs(gx) - T(0.5);
-	detail::tvec4<T> tx = glm::floor(gx + T(0.5));
-	gx = gx - tx;
-
-	detail::tvec2<T> g00(gx.x, gy.x);
-	detail::tvec2<T> g10(gx.y, gy.y);
-	detail::tvec2<T> g01(gx.z, gy.z);
-	detail::tvec2<T> g11(gx.w, gy.w);
-
-	detail::tvec4<T> norm = taylorInvSqrt(detail::tvec4<T>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
-	g00 *= norm.x;  
-	g01 *= norm.y;  
-	g10 *= norm.z;  
-	g11 *= norm.w;  
-
-	T n00 = dot(g00, detail::tvec2<T>(fx.x, fy.x));
-	T n10 = dot(g10, detail::tvec2<T>(fx.y, fy.y));
-	T n01 = dot(g01, detail::tvec2<T>(fx.z, fy.z));
-	T n11 = dot(g11, detail::tvec2<T>(fx.w, fy.w));
-
-	detail::tvec2<T> fade_xy = fade(detail::tvec2<T>(Pf.x, Pf.y));
-	detail::tvec2<T> n_x = mix(detail::tvec2<T>(n00, n01), detail::tvec2<T>(n10, n11), fade_xy.x);
-	T n_xy = mix(n_x.x, n_x.y, fade_xy.y);
-	return T(2.3) * n_xy;
-}
-
-// Classic Perlin noise
-template <typename T>
-GLM_FUNC_QUALIFIER T perlin(detail::tvec3<T> const & P)
-{
-	detail::tvec3<T> Pi0 = floor(P); // Integer part for indexing
-	detail::tvec3<T> Pi1 = Pi0 + T(1); // Integer part + 1
-	Pi0 = mod289(Pi0);
-	Pi1 = mod289(Pi1);
-	detail::tvec3<T> Pf0 = fract(P); // Fractional part for interpolation
-	detail::tvec3<T> Pf1 = Pf0 - T(1); // Fractional part - 1.0
-	detail::tvec4<T> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
-	detail::tvec4<T> iy = detail::tvec4<T>(detail::tvec2<T>(Pi0.y), detail::tvec2<T>(Pi1.y));
-	detail::tvec4<T> iz0(Pi0.z);
-	detail::tvec4<T> iz1(Pi1.z);
-
-	detail::tvec4<T> ixy = permute(permute(ix) + iy);
-	detail::tvec4<T> ixy0 = permute(ixy + iz0);
-	detail::tvec4<T> ixy1 = permute(ixy + iz1);
-
-	detail::tvec4<T> gx0 = ixy0 * T(1.0 / 7.0);
-	detail::tvec4<T> gy0 = fract(floor(gx0) * T(1.0 / 7.0)) - T(0.5);
-	gx0 = fract(gx0);
-	detail::tvec4<T> gz0 = detail::tvec4<T>(0.5) - abs(gx0) - abs(gy0);
-	detail::tvec4<T> sz0 = step(gz0, detail::tvec4<T>(0.0));
-	gx0 -= sz0 * (step(T(0), gx0) - T(0.5));
-	gy0 -= sz0 * (step(T(0), gy0) - T(0.5));
-
-	detail::tvec4<T> gx1 = ixy1 * T(1.0 / 7.0);
-	detail::tvec4<T> gy1 = fract(floor(gx1) * T(1.0 / 7.0)) - T(0.5);
-	gx1 = fract(gx1);
-	detail::tvec4<T> gz1 = detail::tvec4<T>(0.5) - abs(gx1) - abs(gy1);
-	detail::tvec4<T> sz1 = step(gz1, detail::tvec4<T>(0.0));
-	gx1 -= sz1 * (step(T(0), gx1) - T(0.5));
-	gy1 -= sz1 * (step(T(0), gy1) - T(0.5));
-
-	detail::tvec3<T> g000(gx0.x, gy0.x, gz0.x);
-	detail::tvec3<T> g100(gx0.y, gy0.y, gz0.y);
-	detail::tvec3<T> g010(gx0.z, gy0.z, gz0.z);
-	detail::tvec3<T> g110(gx0.w, gy0.w, gz0.w);
-	detail::tvec3<T> g001(gx1.x, gy1.x, gz1.x);
-	detail::tvec3<T> g101(gx1.y, gy1.y, gz1.y);
-	detail::tvec3<T> g011(gx1.z, gy1.z, gz1.z);
-	detail::tvec3<T> g111(gx1.w, gy1.w, gz1.w);
-
-	detail::tvec4<T> norm0 = taylorInvSqrt(detail::tvec4<T>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
-	g000 *= norm0.x;
-	g010 *= norm0.y;
-	g100 *= norm0.z;
-	g110 *= norm0.w;
-	detail::tvec4<T> norm1 = taylorInvSqrt(detail::tvec4<T>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
-	g001 *= norm1.x;
-	g011 *= norm1.y;
-	g101 *= norm1.z;
-	g111 *= norm1.w;
-
-	T n000 = dot(g000, Pf0);
-	T n100 = dot(g100, detail::tvec3<T>(Pf1.x, Pf0.y, Pf0.z));
-	T n010 = dot(g010, detail::tvec3<T>(Pf0.x, Pf1.y, Pf0.z));
-	T n110 = dot(g110, detail::tvec3<T>(Pf1.x, Pf1.y, Pf0.z));
-	T n001 = dot(g001, detail::tvec3<T>(Pf0.x, Pf0.y, Pf1.z));
-	T n101 = dot(g101, detail::tvec3<T>(Pf1.x, Pf0.y, Pf1.z));
-	T n011 = dot(g011, detail::tvec3<T>(Pf0.x, Pf1.y, Pf1.z));
-	T n111 = dot(g111, Pf1);
-
-	detail::tvec3<T> fade_xyz = fade(Pf0);
-	detail::tvec4<T> n_z = mix(detail::tvec4<T>(n000, n100, n010, n110), detail::tvec4<T>(n001, n101, n011, n111), fade_xyz.z);
-	detail::tvec2<T> n_yz = mix(detail::tvec2<T>(n_z.x, n_z.y), detail::tvec2<T>(n_z.z, n_z.w), fade_xyz.y);
-	T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
-	return T(2.2) * n_xyz;
-}
-/*
-// Classic Perlin noise
-template <typename T>
-GLM_FUNC_QUALIFIER T perlin(detail::tvec3<T> const & P)
-{
-	detail::tvec3<T> Pi0 = floor(P); // Integer part for indexing
-	detail::tvec3<T> Pi1 = Pi0 + T(1); // Integer part + 1
-	Pi0 = mod(Pi0, T(289));
-	Pi1 = mod(Pi1, T(289));
-	detail::tvec3<T> Pf0 = fract(P); // Fractional part for interpolation
-	detail::tvec3<T> Pf1 = Pf0 - T(1); // Fractional part - 1.0
-	detail::tvec4<T> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
-	detail::tvec4<T> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
-	detail::tvec4<T> iz0(Pi0.z);
-	detail::tvec4<T> iz1(Pi1.z);
-
-	detail::tvec4<T> ixy = permute(permute(ix) + iy);
-	detail::tvec4<T> ixy0 = permute(ixy + iz0);
-	detail::tvec4<T> ixy1 = permute(ixy + iz1);
-
-	detail::tvec4<T> gx0 = ixy0 / T(7);
-	detail::tvec4<T> gy0 = fract(floor(gx0) / T(7)) - T(0.5);
-	gx0 = fract(gx0);
-	detail::tvec4<T> gz0 = detail::tvec4<T>(0.5) - abs(gx0) - abs(gy0);
-	detail::tvec4<T> sz0 = step(gz0, detail::tvec4<T>(0.0));
-	gx0 -= sz0 * (step(0.0, gx0) - T(0.5));
-	gy0 -= sz0 * (step(0.0, gy0) - T(0.5));
-
-	detail::tvec4<T> gx1 = ixy1 / T(7);
-	detail::tvec4<T> gy1 = fract(floor(gx1) / T(7)) - T(0.5);
-	gx1 = fract(gx1);
-	detail::tvec4<T> gz1 = detail::tvec4<T>(0.5) - abs(gx1) - abs(gy1);
-	detail::tvec4<T> sz1 = step(gz1, detail::tvec4<T>(0.0));
-	gx1 -= sz1 * (step(T(0), gx1) - T(0.5));
-	gy1 -= sz1 * (step(T(0), gy1) - T(0.5));
-
-	detail::tvec3<T> g000(gx0.x, gy0.x, gz0.x);
-	detail::tvec3<T> g100(gx0.y, gy0.y, gz0.y);
-	detail::tvec3<T> g010(gx0.z, gy0.z, gz0.z);
-	detail::tvec3<T> g110(gx0.w, gy0.w, gz0.w);
-	detail::tvec3<T> g001(gx1.x, gy1.x, gz1.x);
-	detail::tvec3<T> g101(gx1.y, gy1.y, gz1.y);
-	detail::tvec3<T> g011(gx1.z, gy1.z, gz1.z);
-	detail::tvec3<T> g111(gx1.w, gy1.w, gz1.w);
-
-	detail::tvec4<T> norm0 = taylorInvSqrt(detail::tvec4<T>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
-	g000 *= norm0.x;
-	g010 *= norm0.y;
-	g100 *= norm0.z;
-	g110 *= norm0.w;
-	detail::tvec4<T> norm1 = taylorInvSqrt(detail::tvec4<T>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
-	g001 *= norm1.x;
-	g011 *= norm1.y;
-	g101 *= norm1.z;
-	g111 *= norm1.w;
-
-	T n000 = dot(g000, Pf0);
-	T n100 = dot(g100, detail::tvec3<T>(Pf1.x, Pf0.y, Pf0.z));
-	T n010 = dot(g010, detail::tvec3<T>(Pf0.x, Pf1.y, Pf0.z));
-	T n110 = dot(g110, detail::tvec3<T>(Pf1.x, Pf1.y, Pf0.z));
-	T n001 = dot(g001, detail::tvec3<T>(Pf0.x, Pf0.y, Pf1.z));
-	T n101 = dot(g101, detail::tvec3<T>(Pf1.x, Pf0.y, Pf1.z));
-	T n011 = dot(g011, detail::tvec3<T>(Pf0.x, Pf1.y, Pf1.z));
-	T n111 = dot(g111, Pf1);
-
-	detail::tvec3<T> fade_xyz = fade(Pf0);
-	detail::tvec4<T> n_z = mix(detail::tvec4<T>(n000, n100, n010, n110), detail::tvec4<T>(n001, n101, n011, n111), fade_xyz.z);
-	detail::tvec2<T> n_yz = mix(
-        detail::tvec2<T>(n_z.x, n_z.y), 
-        detail::tvec2<T>(n_z.z, n_z.w), fade_xyz.y);
-	T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
-	return T(2.2) * n_xyz;
-}
-*/
-// Classic Perlin noise
-template <typename T>
-GLM_FUNC_QUALIFIER T perlin(detail::tvec4<T> const & P)
-{
-	detail::tvec4<T> Pi0 = floor(P); // Integer part for indexing
-	detail::tvec4<T> Pi1 = Pi0 + T(1); // Integer part + 1
-	Pi0 = mod(Pi0, T(289));
-	Pi1 = mod(Pi1, T(289));
-	detail::tvec4<T> Pf0 = fract(P); // Fractional part for interpolation
-	detail::tvec4<T> Pf1 = Pf0 - T(1); // Fractional part - 1.0
-	detail::tvec4<T> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
-	detail::tvec4<T> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
-	detail::tvec4<T> iz0(Pi0.z);
-	detail::tvec4<T> iz1(Pi1.z);
-	detail::tvec4<T> iw0(Pi0.w);
-	detail::tvec4<T> iw1(Pi1.w);
-
-	detail::tvec4<T> ixy = permute(permute(ix) + iy);
-	detail::tvec4<T> ixy0 = permute(ixy + iz0);
-	detail::tvec4<T> ixy1 = permute(ixy + iz1);
-	detail::tvec4<T> ixy00 = permute(ixy0 + iw0);
-	detail::tvec4<T> ixy01 = permute(ixy0 + iw1);
-	detail::tvec4<T> ixy10 = permute(ixy1 + iw0);
-	detail::tvec4<T> ixy11 = permute(ixy1 + iw1);
-
-	detail::tvec4<T> gx00 = ixy00 / T(7);
-	detail::tvec4<T> gy00 = floor(gx00) / T(7);
-	detail::tvec4<T> gz00 = floor(gy00) / T(6);
-	gx00 = fract(gx00) - T(0.5);
-	gy00 = fract(gy00) - T(0.5);
-	gz00 = fract(gz00) - T(0.5);
-	detail::tvec4<T> gw00 = detail::tvec4<T>(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
-	detail::tvec4<T> sw00 = step(gw00, detail::tvec4<T>(0.0));
-	gx00 -= sw00 * (step(T(0), gx00) - T(0.5));
-	gy00 -= sw00 * (step(T(0), gy00) - T(0.5));
-
-	detail::tvec4<T> gx01 = ixy01 / T(7);
-	detail::tvec4<T> gy01 = floor(gx01) / T(7);
-	detail::tvec4<T> gz01 = floor(gy01) / T(6);
-	gx01 = fract(gx01) - T(0.5);
-	gy01 = fract(gy01) - T(0.5);
-	gz01 = fract(gz01) - T(0.5);
-	detail::tvec4<T> gw01 = detail::tvec4<T>(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
-	detail::tvec4<T> sw01 = step(gw01, detail::tvec4<T>(0.0));
-	gx01 -= sw01 * (step(T(0), gx01) - T(0.5));
-	gy01 -= sw01 * (step(T(0), gy01) - T(0.5));
-
-	detail::tvec4<T> gx10 = ixy10 / T(7);
-	detail::tvec4<T> gy10 = floor(gx10) / T(7);
-	detail::tvec4<T> gz10 = floor(gy10) / T(6);
-	gx10 = fract(gx10) - T(0.5);
-	gy10 = fract(gy10) - T(0.5);
-	gz10 = fract(gz10) - T(0.5);
-	detail::tvec4<T> gw10 = detail::tvec4<T>(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
-	detail::tvec4<T> sw10 = step(gw10, detail::tvec4<T>(0));
-	gx10 -= sw10 * (step(T(0), gx10) - T(0.5));
-	gy10 -= sw10 * (step(T(0), gy10) - T(0.5));
-
-	detail::tvec4<T> gx11 = ixy11 / T(7);
-	detail::tvec4<T> gy11 = floor(gx11) / T(7);
-	detail::tvec4<T> gz11 = floor(gy11) / T(6);
-	gx11 = fract(gx11) - T(0.5);
-	gy11 = fract(gy11) - T(0.5);
-	gz11 = fract(gz11) - T(0.5);
-	detail::tvec4<T> gw11 = detail::tvec4<T>(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
-	detail::tvec4<T> sw11 = step(gw11, detail::tvec4<T>(0.0));
-	gx11 -= sw11 * (step(T(0), gx11) - T(0.5));
-	gy11 -= sw11 * (step(T(0), gy11) - T(0.5));
-
-	detail::tvec4<T> g0000(gx00.x, gy00.x, gz00.x, gw00.x);
-	detail::tvec4<T> g1000(gx00.y, gy00.y, gz00.y, gw00.y);
-	detail::tvec4<T> g0100(gx00.z, gy00.z, gz00.z, gw00.z);
-	detail::tvec4<T> g1100(gx00.w, gy00.w, gz00.w, gw00.w);
-	detail::tvec4<T> g0010(gx10.x, gy10.x, gz10.x, gw10.x);
-	detail::tvec4<T> g1010(gx10.y, gy10.y, gz10.y, gw10.y);
-	detail::tvec4<T> g0110(gx10.z, gy10.z, gz10.z, gw10.z);
-	detail::tvec4<T> g1110(gx10.w, gy10.w, gz10.w, gw10.w);
-	detail::tvec4<T> g0001(gx01.x, gy01.x, gz01.x, gw01.x);
-	detail::tvec4<T> g1001(gx01.y, gy01.y, gz01.y, gw01.y);
-	detail::tvec4<T> g0101(gx01.z, gy01.z, gz01.z, gw01.z);
-	detail::tvec4<T> g1101(gx01.w, gy01.w, gz01.w, gw01.w);
-	detail::tvec4<T> g0011(gx11.x, gy11.x, gz11.x, gw11.x);
-	detail::tvec4<T> g1011(gx11.y, gy11.y, gz11.y, gw11.y);
-	detail::tvec4<T> g0111(gx11.z, gy11.z, gz11.z, gw11.z);
-	detail::tvec4<T> g1111(gx11.w, gy11.w, gz11.w, gw11.w);
-
-	detail::tvec4<T> norm00 = taylorInvSqrt(detail::tvec4<T>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
-	g0000 *= norm00.x;
-	g0100 *= norm00.y;
-	g1000 *= norm00.z;
-	g1100 *= norm00.w;
-
-	detail::tvec4<T> norm01 = taylorInvSqrt(detail::tvec4<T>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
-	g0001 *= norm01.x;
-	g0101 *= norm01.y;
-	g1001 *= norm01.z;
-	g1101 *= norm01.w;
-
-	detail::tvec4<T> norm10 = taylorInvSqrt(detail::tvec4<T>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
-	g0010 *= norm10.x;
-	g0110 *= norm10.y;
-	g1010 *= norm10.z;
-	g1110 *= norm10.w;
-
-	detail::tvec4<T> norm11 = taylorInvSqrt(detail::tvec4<T>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
-	g0011 *= norm11.x;
-	g0111 *= norm11.y;
-	g1011 *= norm11.z;
-	g1111 *= norm11.w;
-
-	T n0000 = dot(g0000, Pf0);
-	T n1000 = dot(g1000, detail::tvec4<T>(Pf1.x, Pf0.y, Pf0.z, Pf0.w));
-	T n0100 = dot(g0100, detail::tvec4<T>(Pf0.x, Pf1.y, Pf0.z, Pf0.w));
-	T n1100 = dot(g1100, detail::tvec4<T>(Pf1.x, Pf1.y, Pf0.z, Pf0.w));
-	T n0010 = dot(g0010, detail::tvec4<T>(Pf0.x, Pf0.y, Pf1.z, Pf0.w));
-	T n1010 = dot(g1010, detail::tvec4<T>(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
-	T n0110 = dot(g0110, detail::tvec4<T>(Pf0.x, Pf1.y, Pf1.z, Pf0.w));
-	T n1110 = dot(g1110, detail::tvec4<T>(Pf1.x, Pf1.y, Pf1.z, Pf0.w));
-	T n0001 = dot(g0001, detail::tvec4<T>(Pf0.x, Pf0.y, Pf0.z, Pf1.w));
-	T n1001 = dot(g1001, detail::tvec4<T>(Pf1.x, Pf0.y, Pf0.z, Pf1.w));
-	T n0101 = dot(g0101, detail::tvec4<T>(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
-	T n1101 = dot(g1101, detail::tvec4<T>(Pf1.x, Pf1.y, Pf0.z, Pf1.w));
-	T n0011 = dot(g0011, detail::tvec4<T>(Pf0.x, Pf0.y, Pf1.z, Pf1.w));
-	T n1011 = dot(g1011, detail::tvec4<T>(Pf1.x, Pf0.y, Pf1.z, Pf1.w));
-	T n0111 = dot(g0111, detail::tvec4<T>(Pf0.x, Pf1.y, Pf1.z, Pf1.w));
-	T n1111 = dot(g1111, Pf1);
-
-	detail::tvec4<T> fade_xyzw = fade(Pf0);
-	detail::tvec4<T> n_0w = mix(detail::tvec4<T>(n0000, n1000, n0100, n1100), detail::tvec4<T>(n0001, n1001, n0101, n1101), fade_xyzw.w);
-	detail::tvec4<T> n_1w = mix(detail::tvec4<T>(n0010, n1010, n0110, n1110), detail::tvec4<T>(n0011, n1011, n0111, n1111), fade_xyzw.w);
-	detail::tvec4<T> n_zw = mix(n_0w, n_1w, fade_xyzw.z);
-	detail::tvec2<T> n_yzw = mix(detail::tvec2<T>(n_zw.x, n_zw.y), detail::tvec2<T>(n_zw.z, n_zw.w), fade_xyzw.y);
-	T n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
-	return T(2.2) * n_xyzw;
-}
-
-// Classic Perlin noise, periodic variant
-template <typename T>
-GLM_FUNC_QUALIFIER T perlin(detail::tvec2<T> const & P, detail::tvec2<T> const & rep)
-{
-	detail::tvec4<T> Pi = floor(detail::tvec4<T>(P.x, P.y, P.x, P.y)) + detail::tvec4<T>(0.0, 0.0, 1.0, 1.0);
-	detail::tvec4<T> Pf = fract(detail::tvec4<T>(P.x, P.y, P.x, P.y)) - detail::tvec4<T>(0.0, 0.0, 1.0, 1.0);
-	Pi = mod(Pi, detail::tvec4<T>(rep.x, rep.y, rep.x, rep.y)); // To create noise with explicit period
-	Pi = mod(Pi, T(289)); // To avoid truncation effects in permutation
-	detail::tvec4<T> ix(Pi.x, Pi.z, Pi.x, Pi.z);
-	detail::tvec4<T> iy(Pi.y, Pi.y, Pi.w, Pi.w);
-	detail::tvec4<T> fx(Pf.x, Pf.z, Pf.x, Pf.z);
-	detail::tvec4<T> fy(Pf.y, Pf.y, Pf.w, Pf.w);
-
-	detail::tvec4<T> i = permute(permute(ix) + iy);
-
-	detail::tvec4<T> gx = T(2) * fract(i / T(41)) - T(1);
-	detail::tvec4<T> gy = abs(gx) - T(0.5);
-	detail::tvec4<T> tx = floor(gx + T(0.5));
-	gx = gx - tx;
-
-	detail::tvec2<T> g00(gx.x, gy.x);
-	detail::tvec2<T> g10(gx.y, gy.y);
-	detail::tvec2<T> g01(gx.z, gy.z);
-	detail::tvec2<T> g11(gx.w, gy.w);
-
-	detail::tvec4<T> norm = taylorInvSqrt(detail::tvec4<T>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
-	g00 *= norm.x;  
-	g01 *= norm.y;  
-	g10 *= norm.z;  
-	g11 *= norm.w;  
-
-	T n00 = dot(g00, detail::tvec2<T>(fx.x, fy.x));
-	T n10 = dot(g10, detail::tvec2<T>(fx.y, fy.y));
-	T n01 = dot(g01, detail::tvec2<T>(fx.z, fy.z));
-	T n11 = dot(g11, detail::tvec2<T>(fx.w, fy.w));
-
-	detail::tvec2<T> fade_xy = fade(detail::tvec2<T>(Pf.x, Pf.y));
-	detail::tvec2<T> n_x = mix(detail::tvec2<T>(n00, n01), detail::tvec2<T>(n10, n11), fade_xy.x);
-	T n_xy = mix(n_x.x, n_x.y, fade_xy.y);
-	return T(2.3) * n_xy;
-}
-
-// Classic Perlin noise, periodic variant
-template <typename T>
-GLM_FUNC_QUALIFIER T perlin(detail::tvec3<T> const & P, detail::tvec3<T> const & rep)
-{
-	detail::tvec3<T> Pi0 = mod(floor(P), rep); // Integer part, modulo period
-	detail::tvec3<T> Pi1 = mod(Pi0 + detail::tvec3<T>(1.0), rep); // Integer part + 1, mod period
-	Pi0 = mod(Pi0, T(289));
-	Pi1 = mod(Pi1, T(289));
-	detail::tvec3<T> Pf0 = fract(P); // Fractional part for interpolation
-	detail::tvec3<T> Pf1 = Pf0 - detail::tvec3<T>(1.0); // Fractional part - 1.0
-	detail::tvec4<T> ix = detail::tvec4<T>(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
-	detail::tvec4<T> iy = detail::tvec4<T>(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
-	detail::tvec4<T> iz0(Pi0.z);
-	detail::tvec4<T> iz1(Pi1.z);
-
-	detail::tvec4<T> ixy = permute(permute(ix) + iy);
-	detail::tvec4<T> ixy0 = permute(ixy + iz0);
-	detail::tvec4<T> ixy1 = permute(ixy + iz1);
-
-	detail::tvec4<T> gx0 = ixy0 / T(7);
-	detail::tvec4<T> gy0 = fract(floor(gx0) / T(7)) - T(0.5);
-	gx0 = fract(gx0);
-	detail::tvec4<T> gz0 = detail::tvec4<T>(0.5) - abs(gx0) - abs(gy0);
-	detail::tvec4<T> sz0 = step(gz0, detail::tvec4<T>(0));
-	gx0 -= sz0 * (step(0.0, gx0) - T(0.5));
-	gy0 -= sz0 * (step(0.0, gy0) - T(0.5));
-
-	detail::tvec4<T> gx1 = ixy1 / T(7);
-	detail::tvec4<T> gy1 = fract(floor(gx1) / T(7)) - T(0.5);
-	gx1 = fract(gx1);
-	detail::tvec4<T> gz1 = detail::tvec4<T>(0.5) - abs(gx1) - abs(gy1);
-	detail::tvec4<T> sz1 = step(gz1, detail::tvec4<T>(0.0));
-	gx1 -= sz1 * (step(0.0, gx1) - T(0.5));
-	gy1 -= sz1 * (step(0.0, gy1) - T(0.5));
-
-	detail::tvec3<T> g000 = detail::tvec3<T>(gx0.x, gy0.x, gz0.x);
-	detail::tvec3<T> g100 = detail::tvec3<T>(gx0.y, gy0.y, gz0.y);
-	detail::tvec3<T> g010 = detail::tvec3<T>(gx0.z, gy0.z, gz0.z);
-	detail::tvec3<T> g110 = detail::tvec3<T>(gx0.w, gy0.w, gz0.w);
-	detail::tvec3<T> g001 = detail::tvec3<T>(gx1.x, gy1.x, gz1.x);
-	detail::tvec3<T> g101 = detail::tvec3<T>(gx1.y, gy1.y, gz1.y);
-	detail::tvec3<T> g011 = detail::tvec3<T>(gx1.z, gy1.z, gz1.z);
-	detail::tvec3<T> g111 = detail::tvec3<T>(gx1.w, gy1.w, gz1.w);
-
-	detail::tvec4<T> norm0 = taylorInvSqrt(detail::tvec4<T>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
-	g000 *= norm0.x;
-	g010 *= norm0.y;
-	g100 *= norm0.z;
-	g110 *= norm0.w;
-	detail::tvec4<T> norm1 = taylorInvSqrt(detail::tvec4<T>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
-	g001 *= norm1.x;
-	g011 *= norm1.y;
-	g101 *= norm1.z;
-	g111 *= norm1.w;
-
-	T n000 = dot(g000, Pf0);
-	T n100 = dot(g100, detail::tvec3<T>(Pf1.x, Pf0.y, Pf0.z));
-	T n010 = dot(g010, detail::tvec3<T>(Pf0.x, Pf1.y, Pf0.z));
-	T n110 = dot(g110, detail::tvec3<T>(Pf1.x, Pf1.y, Pf0.z));
-	T n001 = dot(g001, detail::tvec3<T>(Pf0.x, Pf0.y, Pf1.z));
-	T n101 = dot(g101, detail::tvec3<T>(Pf1.x, Pf0.y, Pf1.z));
-	T n011 = dot(g011, detail::tvec3<T>(Pf0.x, Pf1.y, Pf1.z));
-	T n111 = dot(g111, Pf1);
-
-	detail::tvec3<T> fade_xyz = fade(Pf0);
-	detail::tvec4<T> n_z = mix(detail::tvec4<T>(n000, n100, n010, n110), detail::tvec4<T>(n001, n101, n011, n111), fade_xyz.z);
-	detail::tvec2<T> n_yz = mix(detail::tvec2<T>(n_z.x, n_z.y), detail::tvec2<T>(n_z.z, n_z.w), fade_xyz.y);
-	T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
-	return T(2.2) * n_xyz;
-}
-
-// Classic Perlin noise, periodic version
-template <typename T>
-GLM_FUNC_QUALIFIER T perlin(detail::tvec4<T> const & P, detail::tvec4<T> const & rep)
-{
-	detail::tvec4<T> Pi0 = mod(floor(P), rep); // Integer part modulo rep
-	detail::tvec4<T> Pi1 = mod(Pi0 + T(1), rep); // Integer part + 1 mod rep
-	detail::tvec4<T> Pf0 = fract(P); // Fractional part for interpolation
-	detail::tvec4<T> Pf1 = Pf0 - T(1); // Fractional part - 1.0
-	detail::tvec4<T> ix = detail::tvec4<T>(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
-	detail::tvec4<T> iy = detail::tvec4<T>(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
-	detail::tvec4<T> iz0(Pi0.z);
-	detail::tvec4<T> iz1(Pi1.z);
-	detail::tvec4<T> iw0(Pi0.w);
-	detail::tvec4<T> iw1(Pi1.w);
-
-	detail::tvec4<T> ixy = permute(permute(ix) + iy);
-	detail::tvec4<T> ixy0 = permute(ixy + iz0);
-	detail::tvec4<T> ixy1 = permute(ixy + iz1);
-	detail::tvec4<T> ixy00 = permute(ixy0 + iw0);
-	detail::tvec4<T> ixy01 = permute(ixy0 + iw1);
-	detail::tvec4<T> ixy10 = permute(ixy1 + iw0);
-	detail::tvec4<T> ixy11 = permute(ixy1 + iw1);
-
-	detail::tvec4<T> gx00 = ixy00 / T(7);
-	detail::tvec4<T> gy00 = floor(gx00) / T(7);
-	detail::tvec4<T> gz00 = floor(gy00) / T(6);
-	gx00 = fract(gx00) - T(0.5);
-	gy00 = fract(gy00) - T(0.5);
-	gz00 = fract(gz00) - T(0.5);
-	detail::tvec4<T> gw00 = detail::tvec4<T>(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
-	detail::tvec4<T> sw00 = step(gw00, detail::tvec4<T>(0));
-	gx00 -= sw00 * (step(0.0, gx00) - T(0.5));
-	gy00 -= sw00 * (step(0.0, gy00) - T(0.5));
-
-	detail::tvec4<T> gx01 = ixy01 / T(7);
-	detail::tvec4<T> gy01 = floor(gx01) / T(7);
-	detail::tvec4<T> gz01 = floor(gy01) / T(6);
-	gx01 = fract(gx01) - T(0.5);
-	gy01 = fract(gy01) - T(0.5);
-	gz01 = fract(gz01) - T(0.5);
-	detail::tvec4<T> gw01 = detail::tvec4<T>(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
-	detail::tvec4<T> sw01 = step(gw01, detail::tvec4<T>(0.0));
-	gx01 -= sw01 * (step(0.0, gx01) - T(0.5));
-	gy01 -= sw01 * (step(0.0, gy01) - T(0.5));
-
-	detail::tvec4<T> gx10 = ixy10 / T(7);
-	detail::tvec4<T> gy10 = floor(gx10) / T(7);
-	detail::tvec4<T> gz10 = floor(gy10) / T(6);
-	gx10 = fract(gx10) - T(0.5);
-	gy10 = fract(gy10) - T(0.5);
-	gz10 = fract(gz10) - T(0.5);
-	detail::tvec4<T> gw10 = detail::tvec4<T>(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
-	detail::tvec4<T> sw10 = step(gw10, detail::tvec4<T>(0.0));
-	gx10 -= sw10 * (step(0.0, gx10) - T(0.5));
-	gy10 -= sw10 * (step(0.0, gy10) - T(0.5));
-
-	detail::tvec4<T> gx11 = ixy11 / T(7);
-	detail::tvec4<T> gy11 = floor(gx11) / T(7);
-	detail::tvec4<T> gz11 = floor(gy11) / T(6);
-	gx11 = fract(gx11) - T(0.5);
-	gy11 = fract(gy11) - T(0.5);
-	gz11 = fract(gz11) - T(0.5);
-	detail::tvec4<T> gw11 = detail::tvec4<T>(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
-	detail::tvec4<T> sw11 = step(gw11, detail::tvec4<T>(0.0));
-	gx11 -= sw11 * (step(0.0, gx11) - T(0.5));
-	gy11 -= sw11 * (step(0.0, gy11) - T(0.5));
-
-	detail::tvec4<T> g0000(gx00.x, gy00.x, gz00.x, gw00.x);
-	detail::tvec4<T> g1000(gx00.y, gy00.y, gz00.y, gw00.y);
-	detail::tvec4<T> g0100(gx00.z, gy00.z, gz00.z, gw00.z);
-	detail::tvec4<T> g1100(gx00.w, gy00.w, gz00.w, gw00.w);
-	detail::tvec4<T> g0010(gx10.x, gy10.x, gz10.x, gw10.x);
-	detail::tvec4<T> g1010(gx10.y, gy10.y, gz10.y, gw10.y);
-	detail::tvec4<T> g0110(gx10.z, gy10.z, gz10.z, gw10.z);
-	detail::tvec4<T> g1110(gx10.w, gy10.w, gz10.w, gw10.w);
-	detail::tvec4<T> g0001(gx01.x, gy01.x, gz01.x, gw01.x);
-	detail::tvec4<T> g1001(gx01.y, gy01.y, gz01.y, gw01.y);
-	detail::tvec4<T> g0101(gx01.z, gy01.z, gz01.z, gw01.z);
-	detail::tvec4<T> g1101(gx01.w, gy01.w, gz01.w, gw01.w);
-	detail::tvec4<T> g0011(gx11.x, gy11.x, gz11.x, gw11.x);
-	detail::tvec4<T> g1011(gx11.y, gy11.y, gz11.y, gw11.y);
-	detail::tvec4<T> g0111(gx11.z, gy11.z, gz11.z, gw11.z);
-	detail::tvec4<T> g1111(gx11.w, gy11.w, gz11.w, gw11.w);
-
-	detail::tvec4<T> norm00 = taylorInvSqrt(detail::tvec4<T>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
-	g0000 *= norm00.x;
-	g0100 *= norm00.y;
-	g1000 *= norm00.z;
-	g1100 *= norm00.w;
-
-	detail::tvec4<T> norm01 = taylorInvSqrt(detail::tvec4<T>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
-	g0001 *= norm01.x;
-	g0101 *= norm01.y;
-	g1001 *= norm01.z;
-	g1101 *= norm01.w;
-
-	detail::tvec4<T> norm10 = taylorInvSqrt(detail::tvec4<T>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
-	g0010 *= norm10.x;
-	g0110 *= norm10.y;
-	g1010 *= norm10.z;
-	g1110 *= norm10.w;
-
-	detail::tvec4<T> norm11 = taylorInvSqrt(detail::tvec4<T>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
-	g0011 *= norm11.x;
-	g0111 *= norm11.y;
-	g1011 *= norm11.z;
-	g1111 *= norm11.w;
-
-	T n0000 = dot(g0000, Pf0);
-	T n1000 = dot(g1000, detail::tvec4<T>(Pf1.x, Pf0.y, Pf0.z, Pf0.w));
-	T n0100 = dot(g0100, detail::tvec4<T>(Pf0.x, Pf1.y, Pf0.z, Pf0.w));
-	T n1100 = dot(g1100, detail::tvec4<T>(Pf1.x, Pf1.y, Pf0.z, Pf0.w));
-	T n0010 = dot(g0010, detail::tvec4<T>(Pf0.x, Pf0.y, Pf1.z, Pf0.w));
-	T n1010 = dot(g1010, detail::tvec4<T>(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
-	T n0110 = dot(g0110, detail::tvec4<T>(Pf0.x, Pf1.y, Pf1.z, Pf0.w));
-	T n1110 = dot(g1110, detail::tvec4<T>(Pf1.x, Pf1.y, Pf1.z, Pf0.w));
-	T n0001 = dot(g0001, detail::tvec4<T>(Pf0.x, Pf0.y, Pf0.z, Pf1.w));
-	T n1001 = dot(g1001, detail::tvec4<T>(Pf1.x, Pf0.y, Pf0.z, Pf1.w));
-	T n0101 = dot(g0101, detail::tvec4<T>(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
-	T n1101 = dot(g1101, detail::tvec4<T>(Pf1.x, Pf1.y, Pf0.z, Pf1.w));
-	T n0011 = dot(g0011, detail::tvec4<T>(Pf0.x, Pf0.y, Pf1.z, Pf1.w));
-	T n1011 = dot(g1011, detail::tvec4<T>(Pf1.x, Pf0.y, Pf1.z, Pf1.w));
-	T n0111 = dot(g0111, detail::tvec4<T>(Pf0.x, Pf1.y, Pf1.z, Pf1.w));
-	T n1111 = dot(g1111, Pf1);
-
-	detail::tvec4<T> fade_xyzw = fade(Pf0);
-	detail::tvec4<T> n_0w = mix(detail::tvec4<T>(n0000, n1000, n0100, n1100), detail::tvec4<T>(n0001, n1001, n0101, n1101), fade_xyzw.w);
-	detail::tvec4<T> n_1w = mix(detail::tvec4<T>(n0010, n1010, n0110, n1110), detail::tvec4<T>(n0011, n1011, n0111, n1111), fade_xyzw.w);
-	detail::tvec4<T> n_zw = mix(n_0w, n_1w, fade_xyzw.z);
-	detail::tvec2<T> n_yzw = mix(detail::tvec2<T>(n_zw.x, n_zw.y), detail::tvec2<T>(n_zw.z, n_zw.w), fade_xyzw.y);
-	T n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
-	return T(2.2) * n_xyzw;
-}
-
-template <typename T>
-GLM_FUNC_QUALIFIER T simplex(glm::detail::tvec2<T> const & v)
-{
-	detail::tvec4<T> const C = detail::tvec4<T>(
-		T( 0.211324865405187),  // (3.0 -  sqrt(3.0)) / 6.0
-		T( 0.366025403784439),  //  0.5 * (sqrt(3.0)  - 1.0)
-		T(-0.577350269189626),	// -1.0 + 2.0 * C.x
-		T( 0.024390243902439)); //  1.0 / 41.0
-
-	// First corner
-	detail::tvec2<T> i  = floor(v + dot(v, detail::tvec2<T>(C[1])));
-	detail::tvec2<T> x0 = v -   i + dot(i, detail::tvec2<T>(C[0]));
-
-	// Other corners
-	//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
-	//i1.y = 1.0 - i1.x;
-	detail::tvec2<T> i1 = (x0.x > x0.y) ? detail::tvec2<T>(1, 0) : detail::tvec2<T>(0, 1);
-	// x0 = x0 - 0.0 + 0.0 * C.xx ;
-	// x1 = x0 - i1 + 1.0 * C.xx ;
-	// x2 = x0 - 1.0 + 2.0 * C.xx ;
-	detail::tvec4<T> x12 = detail::tvec4<T>(x0.x, x0.y, x0.x, x0.y) + detail::tvec4<T>(C.x, C.x, C.z, C.z);
-	x12 = detail::tvec4<T>(detail::tvec2<T>(x12) - i1, x12.z, x12.w);
-
-	// Permutations
-	i = mod(i, T(289)); // Avoid truncation effects in permutation
-	detail::tvec3<T> p = permute(
-		permute(i.y + detail::tvec3<T>(T(0), i1.y, T(1)))
-		+ i.x + detail::tvec3<T>(T(0), i1.x, T(1)));
-
-	detail::tvec3<T> m = max(T(0.5) - detail::tvec3<T>(
-		dot(x0, x0), 
-		dot(detail::tvec2<T>(x12.x, x12.y), detail::tvec2<T>(x12.x, x12.y)), 
-		dot(detail::tvec2<T>(x12.z, x12.w), detail::tvec2<T>(x12.z, x12.w))), T(0));
-	m = m * m ;
-	m = m * m ;
-
-	// Gradients: 41 points uniformly over a line, mapped onto a diamond.
-	// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
-
-	detail::tvec3<T> x = T(2) * fract(p * C.w) - T(1);
-	detail::tvec3<T> h = abs(x) - T(0.5);
-	detail::tvec3<T> ox = floor(x + T(0.5));
-	detail::tvec3<T> a0 = x - ox;
-
-	// Normalise gradients implicitly by scaling m
-	// Inlined for speed: m *= taylorInvSqrt( a0*a0 + h*h );
-	m *= T(1.79284291400159) - T(0.85373472095314) * (a0 * a0 + h * h);
-
-	// Compute final noise value at P
-	detail::tvec3<T> g;
-	g.x  = a0.x  * x0.x  + h.x  * x0.y;
-	//g.yz = a0.yz * x12.xz + h.yz * x12.yw;
-	g.y = a0.y * x12.x + h.y * x12.y;
-	g.z = a0.z * x12.z + h.z * x12.w;
-	return T(130) * dot(m, g);
-}
-
-template <typename T>
-GLM_FUNC_QUALIFIER T simplex(detail::tvec3<T> const & v)
-{ 
-	detail::tvec2<T> const C(1.0 / 6.0, 1.0 / 3.0);
-	detail::tvec4<T> const D(0.0, 0.5, 1.0, 2.0);
-
-	// First corner
-	detail::tvec3<T> i  = floor(v + dot(v, detail::tvec3<T>(C.y)));
-	detail::tvec3<T> x0 =   v - i + dot(i, detail::tvec3<T>(C.x));
-
-	// Other corners
-	detail::tvec3<T> g = step(detail::tvec3<T>(x0.y, x0.z, x0.x), x0);
-	detail::tvec3<T> l = T(1) - g;
-	detail::tvec3<T> i1 = min(g, detail::tvec3<T>(l.z, l.x, l.y));
-	detail::tvec3<T> i2 = max(g, detail::tvec3<T>(l.z, l.x, l.y));
-
-	//   x0 = x0 - 0.0 + 0.0 * C.xxx;
-	//   x1 = x0 - i1  + 1.0 * C.xxx;
-	//   x2 = x0 - i2  + 2.0 * C.xxx;
-	//   x3 = x0 - 1.0 + 3.0 * C.xxx;
-	detail::tvec3<T> x1 = x0 - i1 + C.x;
-	detail::tvec3<T> x2 = x0 - i2 + C.y; // 2.0*C.x = 1/3 = C.y
-	detail::tvec3<T> x3 = x0 - D.y;      // -1.0+3.0*C.x = -0.5 = -D.y
-
-	// Permutations
-	i = mod289(i); 
-	detail::tvec4<T> p = permute(permute(permute( 
-		i.z + detail::tvec4<T>(T(0), i1.z, i2.z, T(1))) + 
-		i.y + detail::tvec4<T>(T(0), i1.y, i2.y, T(1))) + 
-		i.x + detail::tvec4<T>(T(0), i1.x, i2.x, T(1)));
-
-	// Gradients: 7x7 points over a square, mapped onto an octahedron.
-	// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
-	T n_ = T(0.142857142857); // 1.0/7.0
-	detail::tvec3<T> ns = n_ * detail::tvec3<T>(D.w, D.y, D.z) - detail::tvec3<T>(D.x, D.z, D.x);
-
-	detail::tvec4<T> j = p - T(49) * floor(p * ns.z * ns.z);  //  mod(p,7*7)
-
-	detail::tvec4<T> x_ = floor(j * ns.z);
-	detail::tvec4<T> y_ = floor(j - T(7) * x_);    // mod(j,N)
-
-	detail::tvec4<T> x = x_ * ns.x + ns.y;
-	detail::tvec4<T> y = y_ * ns.x + ns.y;
-	detail::tvec4<T> h = T(1) - abs(x) - abs(y);
-
-	detail::tvec4<T> b0(x.x, x.y, y.x, y.y);
-	detail::tvec4<T> b1(x.z, x.w, y.z, y.w);
-
-	// vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
-	// vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
-	detail::tvec4<T> s0 = floor(b0) * T(2) + T(1);
-	detail::tvec4<T> s1 = floor(b1) * T(2) + T(1);
-	detail::tvec4<T> sh = -step(h, detail::tvec4<T>(0.0));
-
-	detail::tvec4<T> a0 = detail::tvec4<T>(b0.x, b0.z, b0.y, b0.w) + detail::tvec4<T>(s0.x, s0.z, s0.y, s0.w) * detail::tvec4<T>(sh.x, sh.x, sh.y, sh.y);
-	detail::tvec4<T> a1 = detail::tvec4<T>(b1.x, b1.z, b1.y, b1.w) + detail::tvec4<T>(s1.x, s1.z, s1.y, s1.w) * detail::tvec4<T>(sh.z, sh.z, sh.w, sh.w);
-
-	detail::tvec3<T> p0(a0.x, a0.y, h.x);
-	detail::tvec3<T> p1(a0.z, a0.w, h.y);
-	detail::tvec3<T> p2(a1.x, a1.y, h.z);
-	detail::tvec3<T> p3(a1.z, a1.w, h.w);
-
-	// Normalise gradients
-	detail::tvec4<T> norm = taylorInvSqrt(detail::tvec4<T>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
-	p0 *= norm.x;
-	p1 *= norm.y;
-	p2 *= norm.z;
-	p3 *= norm.w;
-
-	// Mix final noise value
-	detail::tvec4<T> m = max(T(0.6) - detail::tvec4<T>(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), T(0));
-	m = m * m;
-	return T(42) * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
-}
-
-template <typename T>
-GLM_FUNC_QUALIFIER T simplex(detail::tvec4<T> const & v)
-{
-	detail::tvec4<T> const C(
-		0.138196601125011,  // (5 - sqrt(5))/20  G4
-		0.276393202250021,  // 2 * G4
-		0.414589803375032,  // 3 * G4
-		-0.447213595499958); // -1 + 4 * G4
-
-	// (sqrt(5) - 1)/4 = F4, used once below
-	T const F4 = T(0.309016994374947451);
-
-	// First corner
-	detail::tvec4<T> i  = floor(v + dot(v, vec4(F4)));
-	detail::tvec4<T> x0 = v -   i + dot(i, vec4(C.x));
-
-	// Other corners
-
-	// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
-	detail::tvec4<T> i0;
-	detail::tvec3<T> isX = step(detail::tvec3<T>(x0.y, x0.z, x0.w), detail::tvec3<T>(x0.x));
-	detail::tvec3<T> isYZ = step(detail::tvec3<T>(x0.z, x0.w, x0.w), detail::tvec3<T>(x0.y, x0.y, x0.z));
-	//  i0.x = dot(isX, vec3(1.0));
-	//i0.x = isX.x + isX.y + isX.z;
-	//i0.yzw = T(1) - isX;
-    i0 = detail::tvec4<T>(isX.x + isX.y + isX.z, T(1) - isX);
-	//  i0.y += dot(isYZ.xy, vec2(1.0));
-	i0.y += isYZ.x + isYZ.y;
-	//i0.zw += 1.0 - detail::tvec2<T>(isYZ.x, isYZ.y);
-    i0.z += T(1) - isYZ.x;
-    i0.w += T(1) - isYZ.y;
-	i0.z += isYZ.z;
-	i0.w += T(1) - isYZ.z;
-
-	// i0 now contains the unique values 0,1,2,3 in each channel
-	detail::tvec4<T> i3 = clamp(i0, 0.0, 1.0);
-	detail::tvec4<T> i2 = clamp(i0 - 1.0, 0.0, 1.0);
-	detail::tvec4<T> i1 = clamp(i0 - 2.0, 0.0, 1.0);
-
-	//  x0 = x0 - 0.0 + 0.0 * C.xxxx
-	//  x1 = x0 - i1  + 0.0 * C.xxxx
-	//  x2 = x0 - i2  + 0.0 * C.xxxx
-	//  x3 = x0 - i3  + 0.0 * C.xxxx
-	//  x4 = x0 - 1.0 + 4.0 * C.xxxx
-	detail::tvec4<T> x1 = x0 - i1 + C.x;
-	detail::tvec4<T> x2 = x0 - i2 + C.y;
-	detail::tvec4<T> x3 = x0 - i3 + C.z;
-	detail::tvec4<T> x4 = x0 + C.w;
-
-	// Permutations
-	i = mod(i, T(289)); 
-	T j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
-	detail::tvec4<T> j1 = permute(permute(permute(permute(
-				i.w + detail::tvec4<T>(i1.w, i2.w, i3.w, T(1)))
-			+ i.z + detail::tvec4<T>(i1.z, i2.z, i3.z, T(1)))
-			+ i.y + detail::tvec4<T>(i1.y, i2.y, i3.y, T(1)))
-			+ i.x + detail::tvec4<T>(i1.x, i2.x, i3.x, T(1)));
-
-	// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
-	// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
-	detail::tvec4<T> ip = detail::tvec4<T>(T(1) / T(294), T(1) / T(49), T(1) / T(7), T(0));
-
-	detail::tvec4<T> p0 = grad4(j0,   ip);
-	detail::tvec4<T> p1 = grad4(j1.x, ip);
-	detail::tvec4<T> p2 = grad4(j1.y, ip);
-	detail::tvec4<T> p3 = grad4(j1.z, ip);
-	detail::tvec4<T> p4 = grad4(j1.w, ip);
-
-	// Normalise gradients
-	detail::tvec4<T> norm = taylorInvSqrt(detail::tvec4<T>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
-	p0 *= norm.x;
-	p1 *= norm.y;
-	p2 *= norm.z;
-	p3 *= norm.w;
-	p4 *= taylorInvSqrt(dot(p4, p4));
-
-	// Mix contributions from the five corners
-	detail::tvec3<T> m0 = max(T(0.6) - detail::tvec3<T>(dot(x0, x0), dot(x1, x1), dot(x2, x2)), T(0));
-	detail::tvec2<T> m1 = max(T(0.6) - detail::tvec2<T>(dot(x3, x3), dot(x4, x4)             ), T(0));
-	m0 = m0 * m0;
-	m1 = m1 * m1;
-	return T(49) * 
-		(dot(m0 * m0, detail::tvec3<T>(dot(p0, x0), dot(p1, x1), dot(p2, x2))) + 
-		dot(m1 * m1, detail::tvec2<T>(dot(p3, x3), dot(p4, x4))));
-}
-
 }//namespace glm

+ 7 - 2
glm/gtx/ulp.inl

@@ -21,6 +21,9 @@
  * ====================================================
  */
 
+#pragma warning(push)
+#pragma warning(disable : 4127)
+
 typedef union
 {
 	float value;
@@ -76,8 +79,8 @@ namespace detail
 		volatile float t;
 		glm::detail::int32 hx, hy, ix, iy;
 
-		GLM_GET_FLOAT_WORD(hx,x);
-		GLM_GET_FLOAT_WORD(hy,y);
+		GLM_GET_FLOAT_WORD(hx, x);
+		GLM_GET_FLOAT_WORD(hy, y);
 		ix = hx&0x7fffffff;             // |x|
 		iy = hy&0x7fffffff;             // |y|
 
@@ -168,6 +171,8 @@ namespace detail
 }//namespace detail
 }//namespace glm
 
+#pragma warning(pop)
+
 #if(GLM_COMPILER & GLM_COMPILER_VC)
 #	define GLM_NEXT_AFTER_FLT(x, toward) glm::detail::nextafterf((x), (toward))
 #   define GLM_NEXT_AFTER_DBL(x, toward) _nextafter((x), (toward))

+ 16 - 0
readme.txt

@@ -40,10 +40,26 @@ http://glm.g-truc.net/glm-0.9.3.pdf
 GLM 0.9.3.0: 2011-XX-XX
 --------------------------------------------------------------------------------
 - Improved doxygen documentation
+- Promoted GLM_GTC_noise extension: simplex, perlin, periodic noise functions
+- Promoted GLM_GTC_random extension: linear, gaussian and various random number 
+generation distribution.
+- Added GLM_GTX_constants: provides usefull constants
 - Added extension versioning
 - Removed many unused namespaces
 - Fixed half based type contructors
 
+================================================================================
+GLM 0.9.2.7: 2011-1X-XX
+--------------------------------------------------------------------------------
+- Added more swizzling constructors
+
+================================================================================
+GLM 0.9.2.6: 2011-10-01
+--------------------------------------------------------------------------------
+- Fixed half based type build on old GCC
+- Fixed /W4 warnings on Visual C++
+- Fixed some missing l-value swizzle operators
+
 ================================================================================
 GLM 0.9.2.5: 2011-09-20
 --------------------------------------------------------------------------------

+ 112 - 0
test/core/core_type_vec2.cpp

@@ -71,6 +71,118 @@ int test_vec2_operators()
         Error += A.x == C.x && A.y == C.y ? 0 : 1;
     }    
     
+	{
+		glm::vec2 A(1.0f, 2.0f);
+		glm::vec2 B(4.0f, 5.0f);
+		
+		glm::vec2 C = A + B;
+		Error += C == glm::vec2(5, 7) ? 0 : 1;
+		
+		glm::vec2 D = B - A;
+		Error += D == glm::vec2(3, 3) ? 0 : 1;
+		
+		glm::vec2 E = A * B;
+		Error += E == glm::vec2(4, 10) ? 0 : 1;
+		
+		glm::vec2 F = B / A;
+		Error += F == glm::vec2(4, 2.5) ? 0 : 1;
+		
+		glm::vec2 G = A + 1.0f;
+		Error += G == glm::vec2(2, 3) ? 0 : 1;
+		
+		glm::vec2 H = B - 1.0f;
+		Error += H == glm::vec2(3, 4) ? 0 : 1;
+		
+		glm::vec2 I = A * 2.0f;
+		Error += I == glm::vec2(2, 4) ? 0 : 1;
+		
+		glm::vec2 J = B / 2.0f;
+		Error += J == glm::vec2(2, 2.5) ? 0 : 1;
+		
+		glm::vec2 K = 1.0f + A;
+		Error += K == glm::vec2(2, 3) ? 0 : 1;
+		
+		glm::vec2 L = 1.0f - B;
+		Error += L == glm::vec2(-3, -4) ? 0 : 1;
+		
+		glm::vec2 M = 2.0f * A;
+		Error += M == glm::vec2(2, 4) ? 0 : 1;
+		
+		glm::vec2 N = 2.0f / B;
+		Error += N == glm::vec2(0.5, 2.0 / 5.0) ? 0 : 1;
+	}
+	
+	{
+		glm::vec2 A(1.0f, 2.0f);
+		glm::vec2 B(4.0f, 5.0f);
+		
+		A += B;
+		Error += A == glm::vec2(5, 7) ? 0 : 1;
+		
+		A += 1.0f;
+		Error += A == glm::vec2(6, 8) ? 0 : 1;
+	}
+	{
+		glm::vec2 A(1.0f, 2.0f);
+		glm::vec2 B(4.0f, 5.0f);
+		
+		B -= A;
+		Error += B == glm::vec2(3, 3) ? 0 : 1;
+		
+		B -= 1.0f;
+		Error += B == glm::vec2(2, 2) ? 0 : 1;
+	}
+	{
+		glm::vec2 A(1.0f, 2.0f);
+		glm::vec2 B(4.0f, 5.0f);
+		
+		A *= B;
+		Error += A == glm::vec2(4, 10) ? 0 : 1;
+		
+		A *= 2.0f;
+		Error += A == glm::vec2(8, 20) ? 0 : 1;
+	}
+	{
+		glm::vec2 A(1.0f, 2.0f);
+		glm::vec2 B(4.0f, 5.0f);
+		
+		B /= A;
+		Error += B == glm::vec2(4, 2.5) ? 0 : 1;
+		
+		B /= 2.0f;
+		Error += B == glm::vec2(2, 1.25) ? 0 : 1;
+	}
+	
+	{
+		glm::vec2 A(1.0f, 2.0f);
+		glm::vec2 B = -A;
+		Error += B == glm::vec2(-1.0f, -2.0f) ? 0 : 1;
+	}
+	
+	{
+		glm::vec2 A(1.0f, 2.0f);
+		glm::vec2 B = --A;
+		Error += B == glm::vec2(0.0f, 1.0f) ? 0 : 1;
+	}
+	
+	{
+		glm::vec2 A(1.0f, 2.0f);
+		glm::vec2 B = A--;
+		Error += B == glm::vec2(0.0f, 1.0f) ? 0 : 1;
+	}
+	
+	{
+		glm::vec2 A(1.0f, 2.0f);
+		glm::vec2 B = ++A;
+		Error += B == glm::vec2(2.0f, 3.0f) ? 0 : 1;
+	}
+	
+	{
+		glm::vec2 A(1.0f, 2.0f);
+		glm::vec2 B = A++;
+		Error += B == glm::vec2(2.0f, 3.0f) ? 0 : 1;
+	}
+	
 	return Error;
 }
 

+ 428 - 255
test/core/core_type_vec3.cpp

@@ -1,255 +1,428 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////
-// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
-///////////////////////////////////////////////////////////////////////////////////////////////////
-// Created : 2008-08-31
-// Updated : 2011-09-19
-// Licence : This source is under MIT License
-// File    : test/core/type_vec3.cpp
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-#include <glm/glm.hpp>
-#include <glm/gtc/half_float.hpp>
-
-static int test_vec3_operators()
-{
-	glm::vec3 A(1.0f);
-	glm::vec3 B(1.0f);
-	bool R = A != B;
-	bool S = A == B;
-
-	return (S && !R) ? 0 : 1;
-}
-
-int test_vec3_size()
-{
-	int Error = 0;
-	
-	Error += sizeof(glm::vec3) == sizeof(glm::mediump_vec3) ? 0 : 1;
-	Error += 12 == sizeof(glm::mediump_vec3) ? 0 : 1;
-	Error += sizeof(glm::dvec3) == sizeof(glm::highp_vec3) ? 0 : 1;
-	Error += 24 == sizeof(glm::highp_vec3) ? 0 : 1;
-	Error += glm::vec3().length() == 3 ? 0 : 1;
-	Error += glm::dvec3().length() == 3 ? 0 : 1;
-	
-	return Error;
-}
-
-int test_vec3_swizzle3_2()
-{
-    int Error = 0;
-
-    glm::vec3 v(1, 2, 3);
-    glm::vec2 u;
-
-    // Can not assign a vec3 swizzle to a vec2
-    //u = v.xyz;    //Illegal
-    //u = v.rgb;    //Illegal
-    //u = v.stp;    //Illegal
-
-    u = v.xx;       Error += (u.x == 1.0f && u.y == 1.0f) ? 0 : 1;
-    u = v.xy;       Error += (u.x == 1.0f && u.y == 2.0f) ? 0 : 1;
-    u = v.xz;       Error += (u.x == 1.0f && u.y == 3.0f) ? 0 : 1;
-    u = v.yx;       Error += (u.x == 2.0f && u.y == 1.0f) ? 0 : 1;
-    u = v.yy;       Error += (u.x == 2.0f && u.y == 2.0f) ? 0 : 1;
-    u = v.yz;       Error += (u.x == 2.0f && u.y == 3.0f) ? 0 : 1;
-    u = v.zx;       Error += (u.x == 3.0f && u.y == 1.0f) ? 0 : 1;
-    u = v.zy;       Error += (u.x == 3.0f && u.y == 2.0f) ? 0 : 1;
-    u = v.zz;       Error += (u.x == 3.0f && u.y == 3.0f) ? 0 : 1;
-
-    u = v.rr;       Error += (u.r == 1.0f && u.g == 1.0f) ? 0 : 1;
-    u = v.rg;       Error += (u.r == 1.0f && u.g == 2.0f) ? 0 : 1;
-    u = v.rb;       Error += (u.r == 1.0f && u.g == 3.0f) ? 0 : 1;
-    u = v.gr;       Error += (u.r == 2.0f && u.g == 1.0f) ? 0 : 1;
-    u = v.gg;       Error += (u.r == 2.0f && u.g == 2.0f) ? 0 : 1;
-    u = v.gb;       Error += (u.r == 2.0f && u.g == 3.0f) ? 0 : 1;
-    u = v.br;       Error += (u.r == 3.0f && u.g == 1.0f) ? 0 : 1;
-    u = v.bg;       Error += (u.r == 3.0f && u.g == 2.0f) ? 0 : 1;
-    u = v.bb;       Error += (u.r == 3.0f && u.g == 3.0f) ? 0 : 1;   
-
-    u = v.ss;       Error += (u.s == 1.0f && u.t == 1.0f) ? 0 : 1;
-    u = v.st;       Error += (u.s == 1.0f && u.t == 2.0f) ? 0 : 1;
-    u = v.sp;       Error += (u.s == 1.0f && u.t == 3.0f) ? 0 : 1;
-    u = v.ts;       Error += (u.s == 2.0f && u.t == 1.0f) ? 0 : 1;
-    u = v.tt;       Error += (u.s == 2.0f && u.t == 2.0f) ? 0 : 1;
-    u = v.tp;       Error += (u.s == 2.0f && u.t == 3.0f) ? 0 : 1;
-    u = v.ps;       Error += (u.s == 3.0f && u.t == 1.0f) ? 0 : 1;
-    u = v.pt;       Error += (u.s == 3.0f && u.t == 2.0f) ? 0 : 1;
-    u = v.pp;       Error += (u.s == 3.0f && u.t == 3.0f) ? 0 : 1;
-
-    // Mixed member aliases are not valid
-    //u = v.rx;     //Illegal
-    //u = v.sy;     //Illegal
-
-
-    u = glm::vec2(1, 2);
-    v = glm::vec3(1, 2, 3);
-    //v.xx = u;     //Illegal
-    v.xy = u;       Error += (v.x == 1.0f && v.y == 2.0f && v.z == 3.0f) ? 0 : 1;
-    v.xz = u;       Error += (v.x == 1.0f && v.y == 2.0f && v.z == 2.0f) ? 0 : 1;
-    v.yx = u;       Error += (v.x == 2.0f && v.y == 1.0f && v.z == 2.0f) ? 0 : 1;
-    //v.yy = u;     //Illegal
-    v.yz = u;       Error += (v.x == 2.0f && v.y == 1.0f && v.z == 2.0f) ? 0 : 1;
-    v.zx = u;       Error += (v.x == 2.0f && v.y == 1.0f && v.z == 1.0f) ? 0 : 1;
-    v.zy = u;       Error += (v.x == 2.0f && v.y == 2.0f && v.z == 1.0f) ? 0 : 1;
-    //v.zz = u;     //Illegal
-    
-    return Error;
-}
-
-int test_vec3_swizzle3_3()
-{
-    int Error = 0;
-
-    glm::vec3 v(1, 2, 3);
-    glm::vec3 u;
-    
-    u = v;          Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
-    
-    u = v.xyz;      Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
-    u = v.zyx;      Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
-    u.zyx = v;      Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
-    
-    u = v.rgb;      Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
-    u = v.bgr;      Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
-    u.bgr = v;      Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
-
-    u = v.stp;      Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
-    u = v.pts;      Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
-    u.pts = v;      Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
-   
-    return Error;
-}
-
-int test_vec3_swizzle_half()
-{
-    int Error = 0;
-
-    glm::half a1(1);
-    glm::half b1(2);
-    glm::half c1(3);
-    glm::hvec3 v(a1, b1, c1);
-    glm::hvec3 u;
-
-    u = v;
-
-    Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
-    
-    u = v.xyz;
-    Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
-    u = v.zyx;
-    Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
-    u.zyx = v;
-    Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
-    
-    u = v.rgb;
-    Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
-    u = v.bgr;
-    Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
-    u.bgr = v;
-    Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
-
-    u = v.stp;
-    Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
-    u = v.pts;
-    Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
-    u.pts = v;
-    Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
-
-    return Error;
-}
-
-int test_vec3_swizzle_operators()
-{
-    int Error = 0;
-
-    glm::vec3 q, u, v;
-
-    u = glm::vec3(1, 2, 3);
-    v = glm::vec3(10, 20, 30);
-
-    // Swizzle, swizzle binary operators
-    q = u.xyz + v.xyz;          Error += (q == (u + v)) ? 0 : 1;
-    q = (u.zyx + v.zyx).zyx;    Error += (q == (u + v)) ? 0 : 1;
-    q = (u.xyz - v.xyz);        Error += (q == (u - v)) ? 0 : 1;
-    q = (u.xyz * v.xyz);        Error += (q == (u * v)) ? 0 : 1;
-    q = (u.xxx * v.xxx);        Error += (q == glm::vec3(u.x * v.x)) ? 0 : 1;
-    q = (u.xyz / v.xyz);        Error += (q == (u / v)) ? 0 : 1;
-
-    // vec, swizzle binary operators
-    q = u + v.xyz;              Error += (q == (u + v)) ? 0 : 1;
-    q = (u - v.xyz);            Error += (q == (u - v)) ? 0 : 1;
-    q = (u * v.xyz);            Error += (q == (u * v)) ? 0 : 1;
-    q = (u * v.xxx);            Error += (q == v.x * u) ? 0 : 1;
-    q = (u / v.xyz);            Error += (q == (u / v)) ? 0 : 1;
-
-    // swizzle,vec binary operators
-    q = u.xyz + v;              Error += (q == (u + v)) ? 0 : 1;
-    q = (u.xyz - v);            Error += (q == (u - v)) ? 0 : 1;
-    q = (u.xyz * v);            Error += (q == (u * v)) ? 0 : 1;
-    q = (u.xxx * v);            Error += (q == u.x * v) ? 0 : 1;
-    q = (u.xyz / v);            Error += (q == (u / v)) ? 0 : 1;
-
-    // Compile errors
-    //q = (u.yz * v.xyz);
-    //q = (u * v.xy);
-
-    return Error;
-}
-
-int test_vec3_swizzle_functions()
-{
-    int Error = 0;
-
-    //
-    // NOTE: template functions cannot pick up the implicit conversion from
-    // a swizzle to the unswizzled type, therefore the operator() must be 
-    // used.  E.g.:
-    //
-    // glm::dot(u.xy, v.xy);        <--- Compile error
-    // glm::dot(u.xy(), v.xy());    <--- Compiles correctly
-    //
-
-    float r;
-
-    // vec2
-    glm::vec2 a(1, 2);
-    glm::vec2 b(10, 20);
-    r = glm::dot(a, b);                 Error += (int(r) == 50) ? 0 : 1;
-    r = glm::dot(a.xy(), b.xy());       Error += (int(r) == 50) ? 0 : 1;
-    r = glm::dot(a.xy(), b.yy());       Error += (int(r) == 60) ? 0 : 1;
-
-    // vec3
-    glm::vec3 q, u, v;
-    u = glm::vec3(1, 2, 3);
-    v = glm::vec3(10, 20, 30);
-    r = glm::dot(u, v);                 Error += (int(r) == 140) ? 0 : 1;
-    r = glm::dot(u.xyz(), v.zyz());     Error += (int(r) == 160) ? 0 : 1;
-    r = glm::dot(u, v.zyx());           Error += (int(r) == 100) ? 0 : 1;
-    r = glm::dot(u.xyz(), v);           Error += (int(r) == 140) ? 0 : 1;
-    r = glm::dot(u.xy(), v.xy());       Error += (int(r) == 50) ? 0 : 1;
-
-    // vec4
-    glm::vec4 s, t;
-    s = glm::vec4(1, 2, 3, 4);
-    t = glm::vec4(10, 20, 30, 40);
-    r = glm::dot(s, t);                 Error += (int(r) == 300) ? 0 : 1;
-    r = glm::dot(s.xyzw(), t.xyzw());   Error += (int(r) == 300) ? 0 : 1;
-    r = glm::dot(s.xyz(), t.xyz());     Error += (int(r) == 140) ? 0 : 1;
-
-    return Error;
-}
-
-int main()
-{
-	int Error = 0;
-
-	Error += test_vec3_operators();
-	Error += test_vec3_size();
-    Error += test_vec3_swizzle3_2();
-    Error += test_vec3_swizzle3_3();
-    Error += test_vec3_swizzle_half();
-    Error += test_vec3_swizzle_operators();
-    Error += test_vec3_swizzle_functions();
-	
-	return Error;
-}
+///////////////////////////////////////////////////////////////////////////////////////////////////
+// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
+///////////////////////////////////////////////////////////////////////////////////////////////////
+// Created : 2008-08-31
+// Updated : 2011-09-19
+// Licence : This source is under MIT License
+// File    : test/core/type_vec3.cpp
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+#include <glm/glm.hpp>
+#include <glm/gtc/half_float.hpp>
+#include <vector>
+
+int test_vec3_ctor()
+{
+	int Error = 0;
+	
+	{
+		glm::vec3 A(1);
+		glm::vec3 B(1, 1, 1);
+		
+		Error += A == B ? 0 : 1;
+	}
+	
+	{
+		std::vector<glm::vec3> Tests;
+		Tests.push_back(glm::vec3(glm::vec2(1, 2), 3));
+		Tests.push_back(glm::vec3(1, glm::vec2(2, 3)));
+		Tests.push_back(glm::vec3(1, 2, 3));
+		Tests.push_back(glm::vec3(glm::vec4(1, 2, 3, 4)));
+
+		for(std::size_t i = 0; i < Tests.size(); ++i)
+			Error += Tests[i] == glm::vec3(1, 2, 3) ? 0 : 1;
+	}
+		
+	return Error;
+}
+
+int test_vec3_operators()
+{
+	int Error = 0;
+	
+	{
+		glm::vec3 A(1.0f);
+		glm::vec3 B(1.0f);
+		bool R = A != B;
+		bool S = A == B;
+
+		Error += (S && !R) ? 0 : 1;
+	}
+
+	{
+		glm::vec3 A(1.0f, 2.0f, 3.0f);
+		glm::vec3 B(4.0f, 5.0f, 6.0f);
+
+		glm::vec3 C = A + B;
+		Error += C == glm::vec3(5, 7, 9) ? 0 : 1;
+
+		glm::vec3 D = B - A;
+		Error += D == glm::vec3(3, 3, 3) ? 0 : 1;
+
+		glm::vec3 E = A * B;
+		Error += E == glm::vec3(4, 10, 18) ? 0 : 1;
+
+		glm::vec3 F = B / A;
+		Error += F == glm::vec3(4, 2.5, 2) ? 0 : 1;
+
+		glm::vec3 G = A + 1.0f;
+		Error += G == glm::vec3(2, 3, 4) ? 0 : 1;
+
+		glm::vec3 H = B - 1.0f;
+		Error += H == glm::vec3(3, 4, 5) ? 0 : 1;
+
+		glm::vec3 I = A * 2.0f;
+		Error += I == glm::vec3(2, 4, 6) ? 0 : 1;
+
+		glm::vec3 J = B / 2.0f;
+		Error += J == glm::vec3(2, 2.5, 3) ? 0 : 1;
+
+		glm::vec3 K = 1.0f + A;
+		Error += K == glm::vec3(2, 3, 4) ? 0 : 1;
+
+		glm::vec3 L = 1.0f - B;
+		Error += L == glm::vec3(-3, -4, -5) ? 0 : 1;
+
+		glm::vec3 M = 2.0f * A;
+		Error += M == glm::vec3(2, 4, 6) ? 0 : 1;
+
+		glm::vec3 N = 2.0f / B;
+		Error += N == glm::vec3(0.5, 2.0 / 5.0, 2.0 / 6.0) ? 0 : 1;
+	}
+
+	{
+		glm::vec3 A(1.0f, 2.0f, 3.0f);
+		glm::vec3 B(4.0f, 5.0f, 6.0f);
+
+		A += B;
+		Error += A == glm::vec3(5, 7, 9) ? 0 : 1;
+
+		A += 1.0f;
+		Error += A == glm::vec3(6, 8, 10) ? 0 : 1;
+	}
+	{
+		glm::vec3 A(1.0f, 2.0f, 3.0f);
+		glm::vec3 B(4.0f, 5.0f, 6.0f);
+
+		B -= A;
+		Error += B == glm::vec3(3, 3, 3) ? 0 : 1;
+
+		B -= 1.0f;
+		Error += B == glm::vec3(2, 2, 2) ? 0 : 1;
+	}
+	{
+		glm::vec3 A(1.0f, 2.0f, 3.0f);
+		glm::vec3 B(4.0f, 5.0f, 6.0f);
+
+		A *= B;
+		Error += A == glm::vec3(4, 10, 18) ? 0 : 1;
+
+		A *= 2.0f;
+		Error += A == glm::vec3(8, 20, 36) ? 0 : 1;
+	}
+	{
+		glm::vec3 A(1.0f, 2.0f, 3.0f);
+		glm::vec3 B(4.0f, 5.0f, 6.0f);
+
+		B /= A;
+		Error += B == glm::vec3(4, 2.5, 2) ? 0 : 1;
+
+		B /= 2.0f;
+		Error += B == glm::vec3(2, 1.25, 1) ? 0 : 1;
+	}
+
+	{
+		glm::vec3 A(1.0f, 2.0f, 3.0f);
+		glm::vec3 B = -A;
+		Error += B == glm::vec3(-1.0f, -2.0f, -3.0f) ? 0 : 1;
+	}
+
+	{
+		glm::vec3 A(1.0f, 2.0f, 3.0f);
+		glm::vec3 B = --A;
+		Error += B == glm::vec3(0.0f, 1.0f, 2.0f) ? 0 : 1;
+	}
+
+	{
+		glm::vec3 A(1.0f, 2.0f, 3.0f);
+		glm::vec3 B = A--;
+		Error += B == glm::vec3(0.0f, 1.0f, 2.0f) ? 0 : 1;
+	}
+
+	{
+		glm::vec3 A(1.0f, 2.0f, 3.0f);
+		glm::vec3 B = ++A;
+		Error += B == glm::vec3(2.0f, 3.0f, 4.0f) ? 0 : 1;
+	}
+
+	{
+		glm::vec3 A(1.0f, 2.0f, 3.0f);
+		glm::vec3 B = A++;
+		Error += B == glm::vec3(2.0f, 3.0f, 4.0f) ? 0 : 1;
+	}
+
+	return Error;
+}
+
+int test_vec3_size()
+{
+	int Error = 0;
+	
+	Error += sizeof(glm::vec3) == sizeof(glm::mediump_vec3) ? 0 : 1;
+	Error += 12 == sizeof(glm::mediump_vec3) ? 0 : 1;
+	Error += sizeof(glm::dvec3) == sizeof(glm::highp_vec3) ? 0 : 1;
+	Error += 24 == sizeof(glm::highp_vec3) ? 0 : 1;
+	Error += glm::vec3().length() == 3 ? 0 : 1;
+	Error += glm::dvec3().length() == 3 ? 0 : 1;
+	
+	return Error;
+}
+
+int test_vec3_swizzle3_2()
+{
+    int Error = 0;
+
+    glm::vec3 v(1, 2, 3);
+    glm::vec2 u;
+
+    // Can not assign a vec3 swizzle to a vec2
+    //u = v.xyz;    //Illegal
+    //u = v.rgb;    //Illegal
+    //u = v.stp;    //Illegal
+
+    u = v.xx;       Error += (u.x == 1.0f && u.y == 1.0f) ? 0 : 1;
+    u = v.xy;       Error += (u.x == 1.0f && u.y == 2.0f) ? 0 : 1;
+    u = v.xz;       Error += (u.x == 1.0f && u.y == 3.0f) ? 0 : 1;
+    u = v.yx;       Error += (u.x == 2.0f && u.y == 1.0f) ? 0 : 1;
+    u = v.yy;       Error += (u.x == 2.0f && u.y == 2.0f) ? 0 : 1;
+    u = v.yz;       Error += (u.x == 2.0f && u.y == 3.0f) ? 0 : 1;
+    u = v.zx;       Error += (u.x == 3.0f && u.y == 1.0f) ? 0 : 1;
+    u = v.zy;       Error += (u.x == 3.0f && u.y == 2.0f) ? 0 : 1;
+    u = v.zz;       Error += (u.x == 3.0f && u.y == 3.0f) ? 0 : 1;
+
+    u = v.rr;       Error += (u.r == 1.0f && u.g == 1.0f) ? 0 : 1;
+    u = v.rg;       Error += (u.r == 1.0f && u.g == 2.0f) ? 0 : 1;
+    u = v.rb;       Error += (u.r == 1.0f && u.g == 3.0f) ? 0 : 1;
+    u = v.gr;       Error += (u.r == 2.0f && u.g == 1.0f) ? 0 : 1;
+    u = v.gg;       Error += (u.r == 2.0f && u.g == 2.0f) ? 0 : 1;
+    u = v.gb;       Error += (u.r == 2.0f && u.g == 3.0f) ? 0 : 1;
+    u = v.br;       Error += (u.r == 3.0f && u.g == 1.0f) ? 0 : 1;
+    u = v.bg;       Error += (u.r == 3.0f && u.g == 2.0f) ? 0 : 1;
+    u = v.bb;       Error += (u.r == 3.0f && u.g == 3.0f) ? 0 : 1;   
+
+    u = v.ss;       Error += (u.s == 1.0f && u.t == 1.0f) ? 0 : 1;
+    u = v.st;       Error += (u.s == 1.0f && u.t == 2.0f) ? 0 : 1;
+    u = v.sp;       Error += (u.s == 1.0f && u.t == 3.0f) ? 0 : 1;
+    u = v.ts;       Error += (u.s == 2.0f && u.t == 1.0f) ? 0 : 1;
+    u = v.tt;       Error += (u.s == 2.0f && u.t == 2.0f) ? 0 : 1;
+    u = v.tp;       Error += (u.s == 2.0f && u.t == 3.0f) ? 0 : 1;
+    u = v.ps;       Error += (u.s == 3.0f && u.t == 1.0f) ? 0 : 1;
+    u = v.pt;       Error += (u.s == 3.0f && u.t == 2.0f) ? 0 : 1;
+    u = v.pp;       Error += (u.s == 3.0f && u.t == 3.0f) ? 0 : 1;
+
+    // Mixed member aliases are not valid
+    //u = v.rx;     //Illegal
+    //u = v.sy;     //Illegal
+
+
+    u = glm::vec2(1, 2);
+    v = glm::vec3(1, 2, 3);
+    //v.xx = u;     //Illegal
+    v.xy = u;       Error += (v.x == 1.0f && v.y == 2.0f && v.z == 3.0f) ? 0 : 1;
+    v.xz = u;       Error += (v.x == 1.0f && v.y == 2.0f && v.z == 2.0f) ? 0 : 1;
+    v.yx = u;       Error += (v.x == 2.0f && v.y == 1.0f && v.z == 2.0f) ? 0 : 1;
+    //v.yy = u;     //Illegal
+    v.yz = u;       Error += (v.x == 2.0f && v.y == 1.0f && v.z == 2.0f) ? 0 : 1;
+    v.zx = u;       Error += (v.x == 2.0f && v.y == 1.0f && v.z == 1.0f) ? 0 : 1;
+    v.zy = u;       Error += (v.x == 2.0f && v.y == 2.0f && v.z == 1.0f) ? 0 : 1;
+    //v.zz = u;     //Illegal
+    
+    return Error;
+}
+
+int test_vec3_swizzle3_3()
+{
+    int Error = 0;
+
+    glm::vec3 v(1, 2, 3);
+    glm::vec3 u;
+    
+    u = v;          Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
+    
+    u = v.xyz;      Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
+    u = v.zyx;      Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
+    u.zyx = v;      Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
+    
+    u = v.rgb;      Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
+    u = v.bgr;      Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
+    u.bgr = v;      Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
+
+    u = v.stp;      Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
+    u = v.pts;      Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
+    u.pts = v;      Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
+   
+    return Error;
+}
+
+int test_vec3_swizzle_half()
+{
+    int Error = 0;
+
+    glm::half a1(1);
+    glm::half b1(2);
+    glm::half c1(3);
+    glm::hvec3 v(a1, b1, c1);
+    glm::hvec3 u;
+
+    u = v;
+
+    Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
+    
+    u = v.xyz;
+    Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
+    u = v.zyx;
+    Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
+    u.zyx = v;
+    Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
+    
+    u = v.rgb;
+    Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
+    u = v.bgr;
+    Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
+    u.bgr = v;
+    Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
+
+    u = v.stp;
+    Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
+    u = v.pts;
+    Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
+    u.pts = v;
+    Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
+
+    return Error;
+}
+
+int test_vec3_swizzle_operators()
+{
+    int Error = 0;
+
+    glm::vec3 q, u, v;
+
+    u = glm::vec3(1, 2, 3);
+    v = glm::vec3(10, 20, 30);
+
+    // Swizzle, swizzle binary operators
+    q = u.xyz + v.xyz;          Error += (q == (u + v)) ? 0 : 1;
+    q = (u.zyx + v.zyx).zyx;    Error += (q == (u + v)) ? 0 : 1;
+    q = (u.xyz - v.xyz);        Error += (q == (u - v)) ? 0 : 1;
+    q = (u.xyz * v.xyz);        Error += (q == (u * v)) ? 0 : 1;
+    q = (u.xxx * v.xxx);        Error += (q == glm::vec3(u.x * v.x)) ? 0 : 1;
+    q = (u.xyz / v.xyz);        Error += (q == (u / v)) ? 0 : 1;
+
+    // vec, swizzle binary operators
+    q = u + v.xyz;              Error += (q == (u + v)) ? 0 : 1;
+    q = (u - v.xyz);            Error += (q == (u - v)) ? 0 : 1;
+    q = (u * v.xyz);            Error += (q == (u * v)) ? 0 : 1;
+    q = (u * v.xxx);            Error += (q == v.x * u) ? 0 : 1;
+    q = (u / v.xyz);            Error += (q == (u / v)) ? 0 : 1;
+
+    // swizzle,vec binary operators
+    q = u.xyz + v;              Error += (q == (u + v)) ? 0 : 1;
+    q = (u.xyz - v);            Error += (q == (u - v)) ? 0 : 1;
+    q = (u.xyz * v);            Error += (q == (u * v)) ? 0 : 1;
+    q = (u.xxx * v);            Error += (q == u.x * v) ? 0 : 1;
+    q = (u.xyz / v);            Error += (q == (u / v)) ? 0 : 1;
+
+    // Compile errors
+    //q = (u.yz * v.xyz);
+    //q = (u * v.xy);
+
+    return Error;
+}
+
+int test_vec3_swizzle_functions()
+{
+    int Error = 0;
+
+    //
+    // NOTE: template functions cannot pick up the implicit conversion from
+    // a swizzle to the unswizzled type, therefore the operator() must be 
+    // used.  E.g.:
+    //
+    // glm::dot(u.xy, v.xy);        <--- Compile error
+    // glm::dot(u.xy(), v.xy());    <--- Compiles correctly
+    //
+
+    float r;
+
+    // vec2
+    glm::vec2 a(1, 2);
+    glm::vec2 b(10, 20);
+    r = glm::dot(a, b);                 Error += (int(r) == 50) ? 0 : 1;
+    r = glm::dot(a.xy(), b.xy());       Error += (int(r) == 50) ? 0 : 1;
+    r = glm::dot(a.xy(), b.yy());       Error += (int(r) == 60) ? 0 : 1;
+
+    // vec3
+    glm::vec3 q, u, v;
+    u = glm::vec3(1, 2, 3);
+    v = glm::vec3(10, 20, 30);
+    r = glm::dot(u, v);                 Error += (int(r) == 140) ? 0 : 1;
+    r = glm::dot(u.xyz(), v.zyz());     Error += (int(r) == 160) ? 0 : 1;
+    r = glm::dot(u, v.zyx());           Error += (int(r) == 100) ? 0 : 1;
+    r = glm::dot(u.xyz(), v);           Error += (int(r) == 140) ? 0 : 1;
+    r = glm::dot(u.xy(), v.xy());       Error += (int(r) == 50) ? 0 : 1;
+
+    // vec4
+    glm::vec4 s, t;
+    s = glm::vec4(1, 2, 3, 4);
+    t = glm::vec4(10, 20, 30, 40);
+    r = glm::dot(s, t);                 Error += (int(r) == 300) ? 0 : 1;
+    r = glm::dot(s.xyzw(), t.xyzw());   Error += (int(r) == 300) ? 0 : 1;
+    r = glm::dot(s.xyz(), t.xyz());     Error += (int(r) == 140) ? 0 : 1;
+
+    return Error;
+}
+
+int test_vec3_swizzle_partial()
+{
+	int Error = 0;
+
+	glm::vec3 A(1, 2, 3);
+
+	{
+		glm::vec3 B(A.xy, 3.0f);
+
+		Error += A == B ? 0 : 1;
+	}
+
+	{
+		glm::vec3 B(1.0f, A.yz);
+
+		Error += A == B ? 0 : 1;
+	}
+
+	{
+		glm::vec3 B(A.xyz);
+
+		Error += A == B ? 0 : 1;
+	}
+
+	return Error;
+}
+
+int main()
+{
+	int Error = 0;
+
+	Error += test_vec3_ctor();
+	Error += test_vec3_operators();
+	Error += test_vec3_size();
+    Error += test_vec3_swizzle3_2();
+    Error += test_vec3_swizzle3_3();
+    Error += test_vec3_swizzle_half();
+	Error += test_vec3_swizzle_partial();
+    Error += test_vec3_swizzle_operators();
+    Error += test_vec3_swizzle_functions();
+	
+	return Error;
+}

+ 154 - 5
test/core/core_type_vec4.cpp

@@ -9,6 +9,7 @@
 
 #include <glm/glm.hpp>
 #include <glm/gtc/half_float.hpp>
+#include <vector>
 
 template <int Value>
 struct mask
@@ -41,14 +42,161 @@ int test_hvec4()
 	return 0;
 }
 
+int test_vec4_ctor()
+{
+	int Error = 0;
+	
+	{
+		glm::vec4 A(1);
+		glm::vec4 B(1, 1, 1, 1);
+		
+		Error += A == B ? 0 : 1;
+	}
+	
+	{
+		std::vector<glm::vec4> Tests;
+		Tests.push_back(glm::vec4(glm::vec2(1, 2), 3, 4));
+		Tests.push_back(glm::vec4(1, glm::vec2(2, 3), 4));
+		Tests.push_back(glm::vec4(1, 2, glm::vec2(3, 4)));
+		Tests.push_back(glm::vec4(glm::vec3(1, 2, 3), 4));
+		Tests.push_back(glm::vec4(1, glm::vec3(2, 3, 4)));
+		Tests.push_back(glm::vec4(glm::vec2(1, 2), glm::vec2(3, 4)));
+		Tests.push_back(glm::vec4(1, 2, 3, 4));
+		Tests.push_back(glm::vec4(glm::vec4(1, 2, 3, 4)));
+		
+		for(std::size_t i = 0; i < Tests.size(); ++i)
+			Error += Tests[i] == glm::vec4(1, 2, 3, 4) ? 0 : 1;
+	}
+	
+	return Error;
+}
+
 int test_vec4_operators()
 {
-	glm::vec4 A(1.0f);
-	glm::vec4 B(1.0f);
-	bool R = A != B;
-	bool S = A == B;
+	int Error = 0;
+	
+	{
+		glm::vec4 A(1.0f);
+		glm::vec4 B(1.0f);
+		bool R = A != B;
+		bool S = A == B;
+
+		Error += (S && !R) ? 0 : 1;
+	}
+
+	{
+		glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
+		glm::vec4 B(4.0f, 5.0f, 6.0f, 7.0f);
+
+		glm::vec4 C = A + B;
+		Error += C == glm::vec4(5, 7, 9, 11) ? 0 : 1;
+
+		glm::vec4 D = B - A;
+		Error += D == glm::vec4(3, 3, 3, 3) ? 0 : 1;
+
+		glm::vec4 E = A * B;
+		Error += E == glm::vec4(4, 10, 18, 28) ? 0 : 1;
+
+		glm::vec4 F = B / A;
+		Error += F == glm::vec4(4, 2.5, 2, 7.0f / 4.0f) ? 0 : 1;
+
+		glm::vec4 G = A + 1.0f;
+		Error += G == glm::vec4(2, 3, 4, 5) ? 0 : 1;
+
+		glm::vec4 H = B - 1.0f;
+		Error += H == glm::vec4(3, 4, 5, 6) ? 0 : 1;
+
+		glm::vec4 I = A * 2.0f;
+		Error += I == glm::vec4(2, 4, 6, 8) ? 0 : 1;
+
+		glm::vec4 J = B / 2.0f;
+		Error += J == glm::vec4(2, 2.5, 3, 3.5) ? 0 : 1;
 
-	return (S && !R) ? 0 : 1;
+		glm::vec4 K = 1.0f + A;
+		Error += K == glm::vec4(2, 3, 4, 5) ? 0 : 1;
+
+		glm::vec4 L = 1.0f - B;
+		Error += L == glm::vec4(-3, -4, -5, -6) ? 0 : 1;
+
+		glm::vec4 M = 2.0f * A;
+		Error += M == glm::vec4(2, 4, 6, 8) ? 0 : 1;
+
+		glm::vec4 N = 2.0f / B;
+		Error += N == glm::vec4(0.5, 2.0 / 5.0, 2.0 / 6.0, 2.0 / 7.0) ? 0 : 1;
+	}
+
+	{
+		glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
+		glm::vec4 B(4.0f, 5.0f, 6.0f, 7.0f);
+
+		A += B;
+		Error += A == glm::vec4(5, 7, 9, 11) ? 0 : 1;
+
+		A += 1.0f;
+		Error += A == glm::vec4(6, 8, 10, 12) ? 0 : 1;
+	}
+	{
+		glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
+		glm::vec4 B(4.0f, 5.0f, 6.0f, 7.0f);
+
+		B -= A;
+		Error += B == glm::vec4(3, 3, 3, 3) ? 0 : 1;
+
+		B -= 1.0f;
+		Error += B == glm::vec4(2, 2, 2, 2) ? 0 : 1;
+	}
+	{
+		glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
+		glm::vec4 B(4.0f, 5.0f, 6.0f, 7.0f);
+
+		A *= B;
+		Error += A == glm::vec4(4, 10, 18, 28) ? 0 : 1;
+
+		A *= 2.0f;
+		Error += A == glm::vec4(8, 20, 36, 56) ? 0 : 1;
+	}
+	{
+		glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
+		glm::vec4 B(4.0f, 5.0f, 6.0f, 7.0f);
+
+		B /= A;
+		Error += B == glm::vec4(4, 2.5, 2, 7.0f / 4.0f) ? 0 : 1;
+
+		B /= 2.0f;
+		Error += B == glm::vec4(2, 1.25, 1, 7.0f / 4.0f / 2.0f) ? 0 : 1;
+	}
+
+	{
+		glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
+		glm::vec4 B = -A;
+		Error += B == glm::vec4(-1.0f, -2.0f, -3.0f, -4.0f) ? 0 : 1;
+	}
+
+	{
+		glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
+		glm::vec4 B = --A;
+		Error += B == glm::vec4(0.0f, 1.0f, 2.0f, 3.0f) ? 0 : 1;
+	}
+
+	{
+		glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
+		glm::vec4 B = A--;
+		Error += B == glm::vec4(0.0f, 1.0f, 2.0f, 3.0f) ? 0 : 1;
+	}
+
+	{
+		glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
+		glm::vec4 B = ++A;
+		Error += B == glm::vec4(2.0f, 3.0f, 4.0f, 5.0f) ? 0 : 1;
+	}
+
+	{
+		glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
+		glm::vec4 B = A++;
+		Error += B == glm::vec4(2.0f, 3.0f, 4.0f, 5.0f) ? 0 : 1;
+	}
+
+	return Error;
 }
 
 int test_vec4_size()
@@ -71,6 +219,7 @@ int main()
 	//__m128 DataB = swizzle<W, Z, Y, X>(glm::vec4(1.0f, 2.0f, 3.0f, 4.0f));
 
 	int Error = 0;
+	Error += test_vec4_ctor();
 	Error += test_vec4_size();
 	Error += test_vec4_operators();
 	Error += test_hvec4();

+ 10 - 0
test/glm.cppcheck

@@ -0,0 +1,10 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project version="1">
+    <root name="glm"/>
+    <includedir>
+        <dir name=".."/>
+    </includedir>
+    <paths>
+        <dir name=".."/>
+    </paths>
+</project>

+ 1 - 0
test/gtc/CMakeLists.txt

@@ -3,6 +3,7 @@ glmCreateTestGTC(gtc_matrix_access)
 glmCreateTestGTC(gtc_matrix_integer)
 glmCreateTestGTC(gtc_matrix_inverse)
 glmCreateTestGTC(gtc_matrix_transform)
+glmCreateTestGTC(gtc_noise)
 glmCreateTestGTC(gtc_quaternion)
 glmCreateTestGTC(gtc_random)
 glmCreateTestGTC(gtc_swizzle)

+ 199 - 0
test/gtc/gtc_noise.cpp

@@ -0,0 +1,199 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////
+// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
+///////////////////////////////////////////////////////////////////////////////////////////////////
+// Created : 2011-04-21
+// Updated : 2011-04-26
+// Licence : This source is under MIT licence
+// File    : test/gtx/noise.cpp
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+#include <glm/glm.hpp>
+#include <glm/gtx/noise.hpp>
+#include <gli/gli.hpp>
+#include <gli/gtx/loader.hpp>
+#include <iostream>
+
+int test_simplex()
+{
+	std::size_t const Size = 256;
+
+	{
+		std::vector<glm::byte> ImageData(Size * Size * 3);
+		
+		for(std::size_t y = 0; y < Size; ++y)
+		for(std::size_t x = 0; x < Size; ++x)
+		{
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::simplex(glm::vec2(x / 64.f, y / 64.f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
+			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
+		}
+
+		gli::texture2D Texture(1);
+		Texture[0] = gli::image2D(glm::uvec2(Size), gli::RGB8U);
+		memcpy(Texture[0].data(), &ImageData[0], ImageData.size());
+		gli::saveDDS9(Texture, "texture_simplex2d_256.dds");
+	}
+
+	{
+		std::vector<glm::byte> ImageData(Size * Size * 3);
+		
+		for(std::size_t y = 0; y < Size; ++y)
+		for(std::size_t x = 0; x < Size; ++x)
+		{
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::simplex(glm::vec3(x / 64.f, y / 64.f, 0.5f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
+			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
+		}
+
+		gli::texture2D Texture(1);
+		Texture[0] = gli::image2D(glm::uvec2(Size), gli::RGB8U);
+		memcpy(Texture[0].data(), &ImageData[0], ImageData.size());
+		gli::saveDDS9(Texture, "texture_simplex3d_256.dds");
+	}
+	
+	{
+		std::vector<glm::byte> ImageData(Size * Size * 3);
+		
+		for(std::size_t y = 0; y < Size; ++y)
+		for(std::size_t x = 0; x < Size; ++x)
+		{
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::simplex(glm::vec4(x / 64.f, y / 64.f, 0.5f, 0.5f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
+			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
+		}
+
+		gli::texture2D Texture(1);
+		Texture[0] = gli::image2D(glm::uvec2(Size), gli::RGB8U);
+		memcpy(Texture[0].data(), &ImageData[0], ImageData.size());
+		gli::saveDDS9(Texture, "texture_simplex4d_256.dds");
+	}
+
+	return 0;
+}
+
+int test_perlin()
+{
+	std::size_t const Size = 256;
+
+	{
+		std::vector<glm::byte> ImageData(Size * Size * 3);
+		
+		for(std::size_t y = 0; y < Size; ++y)
+		for(std::size_t x = 0; x < Size; ++x)
+		{
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec2(x / 64.f, y / 64.f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
+			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
+		}
+
+		gli::texture2D Texture(1);
+		Texture[0] = gli::image2D(glm::uvec2(Size), gli::RGB8U);
+		memcpy(Texture[0].data(), &ImageData[0], ImageData.size());
+		gli::saveDDS9(Texture, "texture_perlin2d_256.dds");
+	}
+
+	{
+		std::vector<glm::byte> ImageData(Size * Size * 3);
+		
+		for(std::size_t y = 0; y < Size; ++y)
+		for(std::size_t x = 0; x < Size; ++x)
+		{
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec3(x / 64.f, y / 64.f, 0.5f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
+			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
+		}
+
+		gli::texture2D Texture(1);
+		Texture[0] = gli::image2D(glm::uvec2(Size), gli::RGB8U);
+		memcpy(Texture[0].data(), &ImageData[0], ImageData.size());
+		gli::saveDDS9(Texture, "texture_perlin3d_256.dds");
+	}
+	
+	{
+		std::vector<glm::byte> ImageData(Size * Size * 3);
+		
+		for(std::size_t y = 0; y < Size; ++y)
+		for(std::size_t x = 0; x < Size; ++x)
+		{
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec4(x / 64.f, y / 64.f, 0.5f, 0.5f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
+			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
+		}
+
+		gli::texture2D Texture(1);
+		Texture[0] = gli::image2D(glm::uvec2(Size), gli::RGB8U);
+		memcpy(Texture[0].data(), &ImageData[0], ImageData.size());
+		gli::saveDDS9(Texture, "texture_perlin4d_256.dds");
+	}
+
+	return 0;
+}
+
+int test_perlin_pedioric()
+{
+	std::size_t const Size = 256;
+
+	{
+		std::vector<glm::byte> ImageData(Size * Size * 3);
+		
+		for(std::size_t y = 0; y < Size; ++y)
+		for(std::size_t x = 0; x < Size; ++x)
+		{
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec2(x / 64.f, y / 64.f), glm::vec2(2.0f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
+			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
+		}
+
+		gli::texture2D Texture(1);
+		Texture[0] = gli::image2D(glm::uvec2(Size), gli::RGB8U);
+		memcpy(Texture[0].data(), &ImageData[0], ImageData.size());
+		gli::saveDDS9(Texture, "texture_perlin_pedioric_2d_256.dds");
+	}
+
+	{
+		std::vector<glm::byte> ImageData(Size * Size * 3);
+		
+		for(std::size_t y = 0; y < Size; ++y)
+		for(std::size_t x = 0; x < Size; ++x)
+		{
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec3(x / 64.f, y / 64.f, 0.5f), glm::vec3(2.0f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
+			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
+		}
+
+		gli::texture2D Texture(1);
+		Texture[0] = gli::image2D(glm::uvec2(Size), gli::RGB8U);
+		memcpy(Texture[0].data(), &ImageData[0], ImageData.size());
+		gli::saveDDS9(Texture, "texture_perlin_pedioric_3d_256.dds");
+	}
+	
+	{
+		std::vector<glm::byte> ImageData(Size * Size * 3);
+		
+		for(std::size_t y = 0; y < Size; ++y)
+		for(std::size_t x = 0; x < Size; ++x)
+		{
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec4(x / 64.f, y / 64.f, 0.5f, 0.5f), glm::vec4(2.0f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
+			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
+		}
+
+		gli::texture2D Texture(1);
+		Texture[0] = gli::image2D(glm::uvec2(Size), gli::RGB8U);
+		memcpy(Texture[0].data(), &ImageData[0], ImageData.size());
+		gli::saveDDS9(Texture, "texture_perlin_pedioric_4d_256.dds");
+	}
+
+	return 0;
+}
+
+int main()
+{
+	int Error = 0;
+
+	Error += test_simplex();
+	Error += test_perlin();
+	Error += test_perlin_pedioric();
+
+	return Error;
+}

+ 73 - 24
test/gtc/gtc_random.cpp

@@ -8,11 +8,11 @@
 ///////////////////////////////////////////////////////////////////////////////////////////////////
 
 #include <glm/glm.hpp>
-#include <glm/gtx/random.hpp>
+#include <glm/gtc/random.hpp>
 #include <glm/gtx/epsilon.hpp>
 #include <iostream>
 
-int test_signedRand1()
+int test_linearRand()
 {
 	int Error = 0;
 
@@ -21,8 +21,8 @@ int test_signedRand1()
 		double ResultDouble = 0.0f;
 		for(std::size_t i = 0; i < 100000; ++i)
 		{
-			ResultFloat += glm::signedRand1<float>(/*-1.0f, 1.0f*/);
-			ResultDouble += glm::signedRand1<double>(/*-1.0, 1.0*/);
+			ResultFloat += glm::linearRand(-1.0f, 1.0f);
+			ResultDouble += glm::linearRand(-1.0, 1.0);
 		}
 
 		Error += glm::equalEpsilon(ResultFloat, 0.0f, 0.0001f);
@@ -33,7 +33,7 @@ int test_signedRand1()
 	return Error;
 }
 
-int test_normalizedRand2()
+int test_circularRand()
 {
 	int Error = 0;
 
@@ -41,21 +41,23 @@ int test_normalizedRand2()
 		std::size_t Max = 100000;
 		float ResultFloat = 0.0f;
 		double ResultDouble = 0.0f;
+		double Radius = 2.0f;
+
 		for(std::size_t i = 0; i < Max; ++i)
 		{
-			ResultFloat += glm::length(glm::normalizedRand2(1.0f, 1.0f));
-			ResultDouble += glm::length(glm::normalizedRand2(1.0f, 1.0f));
+			ResultFloat += glm::length(glm::circularRand(1.0f));
+			ResultDouble += glm::length(glm::circularRand(Radius));
 		}
 
 		Error += glm::equalEpsilon(ResultFloat, float(Max), 0.01f) ? 0 : 1;
-		Error += glm::equalEpsilon(ResultDouble, double(Max), 0.01) ? 0 : 1;
+		Error += glm::equalEpsilon(ResultDouble, double(Max) * double(Radius), 0.01) ? 0 : 1;
 		assert(!Error);
 	}
 
 	return Error;
 }
 
-int test_normalizedRand3()
+int test_sphericalRand()
 {
 	int Error = 0;
 
@@ -67,22 +69,67 @@ int test_normalizedRand3()
 		double ResultDoubleA = 0.0f;
 		double ResultDoubleB = 0.0f;
 		double ResultDoubleC = 0.0f;
+
 		for(std::size_t i = 0; i < Max; ++i)
 		{
-			ResultFloatA += glm::length(glm::normalizedRand3(1.0f, 1.0f));
-			ResultDoubleA += glm::length(glm::normalizedRand3(1.0f, 1.0f));
-			ResultFloatB += glm::length(glm::normalizedRand3(2.0f, 2.0f));
-			ResultDoubleB += glm::length(glm::normalizedRand3(2.0, 2.0));
-			ResultFloatC += glm::length(glm::normalizedRand3(1.0f, 3.0f));
-			ResultDoubleC += glm::length(glm::normalizedRand3(1.0, 3.0));
+			ResultFloatA += glm::length(glm::sphericalRand(1.0f));
+			ResultDoubleA += glm::length(glm::sphericalRand(1.0));
+			ResultFloatB += glm::length(glm::sphericalRand(2.0f));
+			ResultDoubleB += glm::length(glm::sphericalRand(2.0));
+			ResultFloatC += glm::length(glm::sphericalRand(3.0f));
+			ResultDoubleC += glm::length(glm::sphericalRand(3.0));
+		}
+
+		Error += glm::equalEpsilon(ResultFloatA, float(Max), 0.01f) ? 0 : 1;
+		Error += glm::equalEpsilon(ResultDoubleA, double(Max), 0.0001) ? 0 : 1;
+		Error += glm::equalEpsilon(ResultFloatB, float(Max * 2), 0.01f) ? 0 : 1;
+		Error += glm::equalEpsilon(ResultDoubleB, double(Max * 2), 0.0001) ? 0 : 1;
+		Error += glm::equalEpsilon(ResultFloatC, float(Max * 3), 0.01f) ? 0 : 1;
+		Error += glm::equalEpsilon(ResultDoubleC, double(Max * 3), 0.01) ? 0 : 1;
+		assert(!Error);
+	}
+
+	return Error;
+}
+
+int test_diskRand()
+{
+	int Error = 0;
+
+	{
+		float ResultFloat = 0.0f;
+		double ResultDouble = 0.0f;
+
+		for(std::size_t i = 0; i < 100000; ++i)
+		{
+			ResultFloat += glm::length(glm::diskRand(2.0f));
+			ResultDouble += glm::length(glm::diskRand(2.0));
+		}
+
+		Error += ResultFloat < 200000.f ? 0 : 1;
+		Error += ResultDouble < 200000.0 ? 0 : 1;
+		assert(!Error);
+	}
+
+	return Error;
+}
+
+int test_ballRand()
+{
+	int Error = 0;
+
+	{
+		float ResultFloat = 0.0f;
+		double ResultDouble = 0.0f;
+
+		for(std::size_t i = 0; i < 100000; ++i)
+		{
+			ResultFloat += glm::length(glm::ballRand(2.0f));
+			ResultDouble += glm::length(glm::ballRand(2.0));
 		}
 
-		Error += glm::equalEpsilon(ResultFloatA, float(Max), 100.0f) ? 0 : 1;
-		Error += glm::equalEpsilon(ResultDoubleA, double(Max), 100.0) ? 0 : 1;
-		Error += glm::equalEpsilon(ResultFloatB, float(Max * 2), 100.0001f) ? 0 : 1;
-		Error += glm::equalEpsilon(ResultDoubleB, double(Max * 2), 100.0001) ? 0 : 1;
-		Error += (ResultFloatC >= float(Max) && ResultFloatC <= float(Max * 3)) ? 0 : 1;
-		Error += (ResultDoubleC >= double(Max) && ResultDoubleC <= double(Max * 3)) ? 0 : 1;
+		Error += ResultFloat < 200000.f ? 0 : 1;
+		Error += ResultDouble < 200000.0 ? 0 : 1;
 		assert(!Error);
 	}
 
@@ -93,9 +140,11 @@ int main()
 {
 	int Error = 0;
 
-	Error += test_signedRand1();
-	Error += test_normalizedRand2();
-	Error += test_normalizedRand3();
+	Error += test_linearRand();
+	Error += test_circularRand();
+	Error += test_sphericalRand();
+	Error += test_diskRand();
+	Error += test_ballRand();
 
 	return Error;
 }

+ 70 - 0
test/gtc/gtc_swizzle.cpp

@@ -121,13 +121,83 @@ int test_swizzle_vec4_const_static()
 	return Error;
 }
 
+int test_swizzle_vec3_partial()
+{
+	int Error = 0;
+
+	glm::ivec3 A(0, 1, 2);
+
+	{
+		glm::ivec3 B(A.swizzle(glm::R, glm::G, glm::B));	
+		Error += (A == B) ? 0 : 1;
+	}
+
+	{
+		glm::ivec3 B(A.swizzle(glm::R, glm::G), 2);	
+		Error += (A == B) ? 0 : 1;
+	}
+
+	{
+		glm::ivec3 B(0, A.swizzle(glm::G, glm::B));	
+		Error += (A == B) ? 0 : 1;
+	}
+
+	return Error;
+}
+
+int test_swizzle_vec4_partial()
+{
+	int Error = 0;
+
+	glm::ivec4 A(0, 1, 2, 3);
+
+	{
+		glm::ivec4 B(A.swizzle(glm::R, glm::G, glm::B), 3);	
+		Error += (A == B) ? 0 : 1;
+	}
+
+	{
+		glm::ivec4 B(A.swizzle(glm::R, glm::G), 2, 3);	
+		Error += (A == B) ? 0 : 1;
+	}
+
+	{
+		glm::ivec4 B(0, A.swizzle(glm::G, glm::B), 3);	
+		Error += (A == B) ? 0 : 1;
+	}
+
+	{
+		glm::ivec4 B(0, 1, A.swizzle(glm::B, glm::A));	
+		Error += (A == B) ? 0 : 1;
+	}
+
+	{
+		glm::ivec4 B(A.swizzle(glm::X, glm::Y), A.swizzle(glm::Z, glm::W));	
+		Error += (A == B) ? 0 : 1;
+	}
+
+	{
+		glm::ivec4 B(A.swizzle(glm::X, glm::Y), glm::vec2(2, 3));	
+		Error += (A == B) ? 0 : 1;
+	}
+
+	{
+		glm::ivec4 B(glm::vec2(0, 1), A.swizzle(glm::Z, glm::W));	
+		Error += (A == B) ? 0 : 1;
+	}
+
+	return Error;
+}
+
 int main()
 {
 	int Error = 0;
+	Error += test_swizzle_vec3_partial();
 	Error += test_swizzle_vec4_ref_dynamic();
 	Error += test_swizzle_vec4_ref_static();
 	Error += test_swizzle_vec4_const_dynamic();
 	Error += test_swizzle_vec4_const_static();
+	Error += test_swizzle_vec4_partial();
 
 	return Error;
 }

+ 9 - 9
test/gtx/gtx_noise.cpp

@@ -23,7 +23,7 @@ int test_simplex()
 		for(std::size_t y = 0; y < Size; ++y)
 		for(std::size_t x = 0; x < Size; ++x)
 		{
-			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::simplex(glm::vec2(x / 16.f, y / 16.f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::simplex(glm::vec2(x / 64.f, y / 64.f)) * 128.f + 127.f);
 			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
 			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
 		}
@@ -40,7 +40,7 @@ int test_simplex()
 		for(std::size_t y = 0; y < Size; ++y)
 		for(std::size_t x = 0; x < Size; ++x)
 		{
-			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::simplex(glm::vec3(x / 16.f, y / 16.f, 0.5f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::simplex(glm::vec3(x / 64.f, y / 64.f, 0.5f)) * 128.f + 127.f);
 			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
 			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
 		}
@@ -57,7 +57,7 @@ int test_simplex()
 		for(std::size_t y = 0; y < Size; ++y)
 		for(std::size_t x = 0; x < Size; ++x)
 		{
-			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::simplex(glm::vec4(x / 16.f, y / 16.f, 0.5f, 0.5f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::simplex(glm::vec4(x / 64.f, y / 64.f, 0.5f, 0.5f)) * 128.f + 127.f);
 			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
 			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
 		}
@@ -81,7 +81,7 @@ int test_perlin()
 		for(std::size_t y = 0; y < Size; ++y)
 		for(std::size_t x = 0; x < Size; ++x)
 		{
-			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec2(x / 16.f, y / 16.f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec2(x / 64.f, y / 64.f)) * 128.f + 127.f);
 			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
 			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
 		}
@@ -98,7 +98,7 @@ int test_perlin()
 		for(std::size_t y = 0; y < Size; ++y)
 		for(std::size_t x = 0; x < Size; ++x)
 		{
-			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec3(x / 16.f, y / 16.f, 0.5f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec3(x / 64.f, y / 64.f, 0.5f)) * 128.f + 127.f);
 			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
 			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
 		}
@@ -115,7 +115,7 @@ int test_perlin()
 		for(std::size_t y = 0; y < Size; ++y)
 		for(std::size_t x = 0; x < Size; ++x)
 		{
-			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec4(x / 16.f, y / 16.f, 0.5f, 0.5f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec4(x / 64.f, y / 64.f, 0.5f, 0.5f)) * 128.f + 127.f);
 			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
 			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
 		}
@@ -139,7 +139,7 @@ int test_perlin_pedioric()
 		for(std::size_t y = 0; y < Size; ++y)
 		for(std::size_t x = 0; x < Size; ++x)
 		{
-			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec2(x / 16.f, y / 16.f), glm::vec2(2.0f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec2(x / 64.f, y / 64.f), glm::vec2(2.0f)) * 128.f + 127.f);
 			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
 			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
 		}
@@ -156,7 +156,7 @@ int test_perlin_pedioric()
 		for(std::size_t y = 0; y < Size; ++y)
 		for(std::size_t x = 0; x < Size; ++x)
 		{
-			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec3(x / 16.f, y / 16.f, 0.5f), glm::vec3(2.0f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec3(x / 64.f, y / 64.f, 0.5f), glm::vec3(2.0f)) * 128.f + 127.f);
 			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
 			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
 		}
@@ -173,7 +173,7 @@ int test_perlin_pedioric()
 		for(std::size_t y = 0; y < Size; ++y)
 		for(std::size_t x = 0; x < Size; ++x)
 		{
-			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec4(x / 16.f, y / 16.f, 0.5f, 0.5f), glm::vec4(2.0f)) * 128.f + 127.f);
+			ImageData[(x + y * Size) * 3 + 0] = glm::byte(glm::perlin(glm::vec4(x / 64.f, y / 64.f, 0.5f, 0.5f), glm::vec4(2.0f)) * 128.f + 127.f);
 			ImageData[(x + y * Size) * 3 + 1] = ImageData[(x + y * Size) * 3 + 0];
 			ImageData[(x + y * Size) * 3 + 2] = ImageData[(x + y * Size) * 3 + 0];
 		}

Някои файлове не бяха показани, защото твърде много файлове са промени