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+///////////////////////////////////////////////////////////////////////////////////////////////////
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+// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
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+///////////////////////////////////////////////////////////////////////////////////////////////////
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+// Created : 2010-11-12
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+// Updated : 2010-11-12
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+// Licence : This source is under MIT License
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+// File : glm/gtc/gl_replacement.inl
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+///////////////////////////////////////////////////////////////////////////////////////////////////
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+
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+namespace glm{
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+namespace gtc{
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+namespace gl_replacement
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+{
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+ template <typename T>
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+ inline detail::tmat4x4<T> translate
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+ (
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+ detail::tmat4x4<T> const & m,
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+ detail::tvec3<T> const & v
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+ )
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+ {
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+ detail::tmat4x4<T> Result(m);
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+ Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
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+ return Result;
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+ }
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+
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+ template <typename T>
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+ inline detail::tmat4x4<T> rotate
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+ (
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+ detail::tmat4x4<T> const & m,
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+ T const & angle,
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+ detail::tvec3<T> const & v
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+ )
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+ {
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+ T a = radians(angle);
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+ T c = cos(a);
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+ T s = sin(a);
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+
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+ detail::tvec3<T> axis = normalize(v);
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+
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+ detail::tvec3<T> temp = (T(1) - c) * axis;
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+
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+ detail::tmat4x4<T> Rotate(detail::tmat4x4<T>::null);
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+ Rotate[0][0] = c + temp[0] * axis[0];
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+ Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];
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+ Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];
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+
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+ Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];
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+ Rotate[1][1] = c + temp[1] * axis[1];
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+ Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];
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+
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+ Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];
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+ Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];
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+ Rotate[2][2] = c + temp[2] * axis[2];
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+
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+ detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
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+ Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
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+ Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
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+ Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
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+ Result[3] = m[3];
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+ return Result;
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+ }
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+
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+ template <typename T>
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+ inline detail::tmat4x4<T> scale
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+ (
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+ detail::tmat4x4<T> const & m,
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+ detail::tvec3<T> const & v
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+ )
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+ {
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+ detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
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+ Result[0] = m[0] * v[0];
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+ Result[1] = m[1] * v[1];
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+ Result[2] = m[2] * v[2];
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+ Result[3] = m[3];
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+ return Result;
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+ }
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+
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+ template <typename T>
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+ inline detail::tmat4x4<T> translate_slow
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+ (
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+ detail::tmat4x4<T> const & m,
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+ detail::tvec3<T> const & v
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+ )
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+ {
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+ detail::tmat4x4<T> Result(T(1));
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+ Result[3] = detail::tvec4<T>(v, T(1));
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+ return m * Result;
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+
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+ //detail::tmat4x4<valType> Result(m);
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+ Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
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+ //Result[3][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0];
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+ //Result[3][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1];
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+ //Result[3][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2];
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+ //Result[3][3] = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3];
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+ //return Result;
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+ }
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+
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+ template <typename T>
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+ inline detail::tmat4x4<T> rotate_slow
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+ (
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+ detail::tmat4x4<T> const & m,
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+ T const & angle,
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+ detail::tvec3<T> const & v
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+ )
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+ {
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+ T a = radians(angle);
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+ T c = cos(a);
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+ T s = sin(a);
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+ detail::tmat4x4<T> Result;
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+
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+ detail::tvec3<T> axis = normalize(v);
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+
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+ Result[0][0] = c + (1 - c) * axis.x * axis.x;
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+ Result[0][1] = (1 - c) * axis.x * axis.y + s * axis.z;
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+ Result[0][2] = (1 - c) * axis.x * axis.z - s * axis.y;
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+ Result[0][3] = 0;
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+
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+ Result[1][0] = (1 - c) * axis.y * axis.x - s * axis.z;
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+ Result[1][1] = c + (1 - c) * axis.y * axis.y;
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+ Result[1][2] = (1 - c) * axis.y * axis.z + s * axis.x;
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+ Result[1][3] = 0;
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+
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+ Result[2][0] = (1 - c) * axis.z * axis.x + s * axis.y;
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+ Result[2][1] = (1 - c) * axis.z * axis.y - s * axis.x;
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+ Result[2][2] = c + (1 - c) * axis.z * axis.z;
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+ Result[2][3] = 0;
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+
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+ Result[3] = detail::tvec4<T>(0, 0, 0, 1);
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+ return m * Result;
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+ }
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+
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+ template <typename T>
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+ inline detail::tmat4x4<T> scale_slow
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+ (
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+ detail::tmat4x4<T> const & m,
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+ detail::tvec3<T> const & v
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+ )
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+ {
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+ detail::tmat4x4<T> Result(T(1));
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+ Result[0][0] = v.x;
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+ Result[1][1] = v.y;
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+ Result[2][2] = v.z;
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+ return m * Result;
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+ }
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+
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+ template <typename valType>
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+ inline detail::tmat4x4<valType> ortho(
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+ valType const & left,
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+ valType const & right,
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+ valType const & bottom,
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+ valType const & top,
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+ valType const & zNear,
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+ valType const & zFar)
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+ {
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+ detail::tmat4x4<valType> Result(1);
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+ Result[0][0] = valType(2) / (right - left);
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+ Result[1][1] = valType(2) / (top - bottom);
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+ Result[2][2] = - valType(2) / (zFar - zNear);
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+ Result[3][0] = - (right + left) / (right - left);
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+ Result[3][1] = - (top + bottom) / (top - bottom);
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+ Result[3][2] = - (zFar + zNear) / (zFar - zNear);
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+ return Result;
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+ }
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+
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+ template <typename valType>
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+ inline detail::tmat4x4<valType> frustum(
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+ valType const & left,
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+ valType const & right,
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+ valType const & bottom,
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+ valType const & top,
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+ valType const & nearVal,
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+ valType const & farVal)
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+ {
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+ detail::tmat4x4<valType> Result(0);
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+ Result[0][0] = (valType(2) * nearVal) / (right - left);
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+ Result[1][1] = (valType(2) * nearVal) / (top - bottom);
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+ Result[2][0] = (right + left) / (right - left);
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+ Result[2][1] = (top + bottom) / (top - bottom);
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+ Result[2][2] = -(farVal + nearVal) / (farVal - nearVal);
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+ Result[2][3] = valType(-1);
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+ Result[3][2] = -(valType(2) * farVal * nearVal) / (farVal - nearVal);
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+ return Result;
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+ }
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+
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+}//namespace gl_replacement
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+}//namespace gtc
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+}//namespace glm
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