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@@ -146,28 +146,28 @@ int test_vec3_swizzle_half()
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float a = u.x;
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float b = u.y;
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- Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
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+ Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
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- /*u = v.xyz;
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- Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
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+ u = v.xyz;
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+ Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
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u = v.zyx;
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- Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
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+ Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
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u.zyx = v;
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- Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
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+ Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
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u = v.rgb;
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- Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
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+ Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
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u = v.bgr;
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- Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
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+ Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
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u.bgr = v;
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- Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
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+ Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
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u = v.stp;
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- Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
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+ Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
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u = v.pts;
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- Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
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+ Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
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u.pts = v;
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- Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;*/
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+ Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
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return Error;
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}
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