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@@ -0,0 +1,1978 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 2006 Brian Paul All Rights Reserved.
+ *
+ * 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
+ * BRIAN PAUL 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.
+ */
+
+//
+// Constructors and operators introduced in GLSL 1.20 - mostly on new
+// (non-square) types of matrices.
+//
+// One important change in the language is that when a matrix is used
+// as an argument to a matrix constructor, it must be the only argument
+// for the constructor. The compiler takes care of it by itself and
+// here we only care to re-introduce constructors for old (square)
+// types of matrices.
+//
+
+//
+// From Shader Spec, ver. 1.20, rev. 6
+//
+
+//// mat2x3: 2 columns of vec3
+
+mat2x3 __constructor(const float f00, const float f10, const float f20,
+ const float f01, const float f11, const float f21)
+{
+ __retVal[0].x = f00;
+ __retVal[0].y = f10;
+ __retVal[0].z = f20;
+ __retVal[1].x = f01;
+ __retVal[1].y = f11;
+ __retVal[1].z = f21;
+}
+
+mat2x3 __constructor(const float f)
+{
+ __retVal = mat2x3( f, 0.0, 0.0,
+ 0.0, f, 0.0);
+}
+
+mat2x3 __constructor(const int i)
+{
+ const float f = float(i);
+ __retVal = mat2x3(f);
+}
+
+mat2x3 __constructor(const bool b)
+{
+ const float f = float(b);
+ __retVal = mat2x3(f);
+}
+
+mat2x3 __constructor(const vec3 c0, const vec3 c1)
+{
+ __retVal[0] = c0;
+ __retVal[1] = c1;
+}
+
+
+
+//// mat2x4: 2 columns of vec4
+
+mat2x4 __constructor(const float f00, const float f10, const float f20, const float f30,
+ const float f01, const float f11, const float f21, const float f31)
+{
+ __retVal[0].x = f00;
+ __retVal[0].y = f10;
+ __retVal[0].z = f20;
+ __retVal[0].w = f30;
+ __retVal[1].x = f01;
+ __retVal[1].y = f11;
+ __retVal[1].z = f21;
+ __retVal[1].w = f31;
+}
+
+mat2x4 __constructor(const float f)
+{
+ __retVal = mat2x4( f, 0.0, 0.0, 0.0,
+ 0.0, f, 0.0, 0.0);
+}
+
+mat2x4 __constructor(const int i)
+{
+ const float f = float(i);
+ __retVal = mat2x4(f);
+}
+
+mat2x4 __constructor(const bool b)
+{
+ const float f = float(b);
+ __retVal = mat2x4(f);
+}
+
+mat2x4 __constructor(const vec4 c0, const vec4 c1)
+{
+ __retVal[0] = c0;
+ __retVal[1] = c1;
+}
+
+
+
+//// mat3x2: 3 columns of vec2
+
+mat3x2 __constructor(const float f00, const float f10,
+ const float f01, const float f11,
+ const float f02, const float f12)
+{
+ __retVal[0].x = f00;
+ __retVal[0].y = f10;
+ __retVal[1].x = f01;
+ __retVal[1].y = f11;
+ __retVal[2].x = f02;
+ __retVal[2].y = f12;
+}
+
+mat3x2 __constructor(const float f)
+{
+ __retVal = mat3x2( f, 0.0,
+ 0.0, f,
+ 0.0, 0.0);
+}
+
+mat3x2 __constructor(const int i)
+{
+ const float f = float(i);
+ __retVal = mat3x2(f);
+}
+
+mat3x2 __constructor(const bool b)
+{
+ const float f = float(b);
+ __retVal = mat3x2(f);
+}
+
+mat3x2 __constructor(const vec2 c0, const vec2 c1, const vec2 c2)
+{
+ __retVal[0] = c0;
+ __retVal[1] = c1;
+ __retVal[2] = c2;
+}
+
+
+
+//// mat3x4: 3 columns of vec4
+
+mat3x4 __constructor(const float f00, const float f10, const float f20, const float f30,
+ const float f01, const float f11, const float f21, const float f31,
+ const float f02, const float f12, const float f22, const float f32)
+{
+ __retVal[0].x = f00;
+ __retVal[0].y = f10;
+ __retVal[0].z = f20;
+ __retVal[0].w = f30;
+ __retVal[1].x = f01;
+ __retVal[1].y = f11;
+ __retVal[1].z = f21;
+ __retVal[1].w = f31;
+ __retVal[2].x = f02;
+ __retVal[2].y = f12;
+ __retVal[2].z = f22;
+ __retVal[2].w = f32;
+}
+
+mat3x4 __constructor(const float f)
+{
+ __retVal = mat3x4( f, 0.0, 0.0, 0.0,
+ 0.0, f, 0.0, 0.0,
+ 0.0, 0.0, f, 0.0);
+}
+
+mat3x4 __constructor(const int i)
+{
+ const float f = float(i);
+ __retVal = mat3x4(f);
+}
+
+mat3x4 __constructor(const bool b)
+{
+ const float f = float(b);
+ __retVal = mat3x4(f);
+}
+
+mat3x4 __constructor(const vec4 c0, const vec4 c1, const vec4 c2)
+{
+ __retVal[0] = c0;
+ __retVal[1] = c1;
+ __retVal[2] = c2;
+}
+
+
+
+//// mat4x2: 4 columns of vec2
+
+mat4x2 __constructor(const float f00, const float f10,
+ const float f01, const float f11,
+ const float f02, const float f12,
+ const float f03, const float f13)
+{
+ __retVal[0].x = f00;
+ __retVal[0].y = f10;
+ __retVal[1].x = f01;
+ __retVal[1].y = f11;
+ __retVal[2].x = f02;
+ __retVal[2].y = f12;
+ __retVal[3].x = f03;
+ __retVal[3].y = f13;
+}
+
+mat4x2 __constructor(const float f)
+{
+ __retVal = mat4x2( f, 0.0,
+ 0.0, 4,
+ 0.0, 0.0,
+ 0.0, 0.0);
+}
+
+mat4x2 __constructor(const int i)
+{
+ const float f = float(i);
+ __retVal = mat4x2(f);
+}
+
+mat4x2 __constructor(const bool b)
+{
+ const float f = float(b);
+ __retVal = mat4x2(f);
+}
+
+mat4x2 __constructor(const vec2 c0, const vec2 c1, const vec2 c2, const vec2 c3)
+{
+ __retVal[0] = c0;
+ __retVal[1] = c1;
+ __retVal[2] = c2;
+ __retVal[3] = c3;
+}
+
+
+
+//// mat4x3: 4 columns of vec3
+
+mat4x3 __constructor(const float f00, const float f10, const float f20,
+ const float f01, const float f11, const float f21,
+ const float f02, const float f12, const float f22,
+ const float f03, const float f13, const float f23)
+{
+ __retVal[0].x = f00;
+ __retVal[0].y = f10;
+ __retVal[0].z = f20;
+ __retVal[1].x = f01;
+ __retVal[1].y = f11;
+ __retVal[1].z = f21;
+ __retVal[2].x = f02;
+ __retVal[2].y = f12;
+ __retVal[2].z = f22;
+ __retVal[3].x = f03;
+ __retVal[3].y = f13;
+ __retVal[3].z = f23;
+}
+
+mat4x3 __constructor(const float f)
+{
+ __retVal = mat4x3( f, 0.0, 0.0,
+ 0.0, f, 0.0,
+ 0.0, 0.0, f,
+ 0.0, 0.0, 0.0);
+}
+
+mat4x3 __constructor(const int i)
+{
+ const float f = float(i);
+ __retVal = mat4x3(f);
+}
+
+mat4x3 __constructor(const bool b)
+{
+ const float f = float(b);
+ __retVal = mat4x3(f);
+}
+
+mat4x3 __constructor(const vec3 c0, const vec3 c1, const vec3 c2, const vec3 c3)
+{
+ __retVal[0] = c0;
+ __retVal[1] = c1;
+ __retVal[2] = c2;
+ __retVal[3] = c3;
+}
+
+
+
+//// misc assorted matrix constructors
+
+mat2 __constructor(const mat2 m)
+{
+ __retVal = m;
+}
+
+mat2 __constructor(const mat3x2 m)
+{
+ __retVal = mat2(m[0], m[1]);
+}
+
+mat2 __constructor(const mat4x2 m)
+{
+ __retVal = mat2(m[0], m[1]);
+}
+
+mat2 __constructor(const mat2x3 m)
+{
+ __retVal = mat2(m[0].xy, m[1].xy);
+}
+
+mat2 __constructor(const mat2x4 m)
+{
+ __retVal = mat2(m[0].xy, m[1].xy);
+}
+
+mat2 __constructor(const mat3 m)
+{
+ __retVal = mat2(m[0].xy, m[1].xy);
+}
+
+mat2 __constructor(const mat3x4 m)
+{
+ __retVal = mat2(m[0].xy, m[1].xy);
+}
+
+mat2 __constructor(const mat4x3 m)
+{
+ __retVal = mat2(m[0].xy, m[1].xy);
+}
+
+mat2 __constructor(const mat4 m)
+{
+ __retVal = mat2(m[0].xy, m[1].xy);
+}
+
+
+
+mat2x3 __constructor(const mat2x3 m)
+{
+ __retVal = m;
+}
+
+mat2x3 __constructor(const mat3 m)
+{
+ __retVal = mat2x3(m[0], m[1]);
+}
+
+mat2x3 __constructor(const mat4x3 m)
+{
+ __retVal = mat2x3(m[0], m[1]);
+}
+
+mat2x3 __constructor(const mat2x4 m)
+{
+ __retVal = mat2x3(m[0].xyz, m[1].xyz);
+}
+
+mat2x3 __constructor(const mat3x4 m)
+{
+ __retVal = mat2x3(m[0].xyz, m[1].xyz);
+}
+
+mat2x3 __constructor(const mat4 m)
+{
+ __retVal = mat2x3(m[0].xyz, m[1].xyz);
+}
+
+mat2x3 __constructor(const mat2 m)
+{
+ __retVal = mat2x3(m[0].x, m[0].y, 0.0,
+ m[1].x, m[1].y, 0.0);
+}
+
+mat2x3 __constructor(const mat3x2 m)
+{
+ __retVal = mat2x3(m[0].x, m[0].y, 0.0,
+ m[1].x, m[1].y, 0.0);
+}
+
+mat2x3 __constructor(const mat4x2 m)
+{
+ __retVal = mat2x3(m[0].x, m[0].y, 0.0,
+ m[1].x, m[1].y, 0.0);
+}
+
+
+
+mat2x4 __constructor(const mat2x4 m)
+{
+ __retVal = m;
+}
+
+mat2x4 __constructor(const mat3x4 m)
+{
+ __retVal = mat2x4(m[0], m[1]);
+}
+
+mat2x4 __constructor(const mat4 m)
+{
+ __retVal = mat2x4(m[0], m[1]);
+}
+
+mat2x4 __constructor(const mat2x3 m)
+{
+ __retVal = mat2x4(m[0].x, m[0].y, m[0].z, 0.0,
+ m[1].x, m[1].y, m[1].z, 0.0);
+}
+
+mat2x4 __constructor(const mat3 m)
+{
+ __retVal = mat2x4(m[0].x, m[0].y, m[0].z, 0.0,
+ m[1].x, m[1].y, m[1].z, 0.0);
+}
+
+mat2x4 __constructor(const mat4x3 m)
+{
+ __retVal = mat2x4(m[0].x, m[0].y, m[0].z, 0.0,
+ m[1].x, m[1].y, m[1].z, 0.0);
+}
+
+mat2x4 __constructor(const mat2 m)
+{
+ __retVal = mat2x4(m[0].x, m[1].y, 0.0, 0.0,
+ m[1].x, m[1].y, 0.0, 0.0);
+}
+
+mat2x4 __constructor(const mat3x2 m)
+{
+ __retVal = mat2x4(m[0].x, m[0].y, 0.0, 0.0,
+ m[1].x, m[1].y, 0.0, 0.0);
+}
+
+mat2x4 __constructor(const mat4x2 m)
+{
+ __retVal = mat2x4(m[0].x, m[0].y, 0.0, 0.0,
+ m[1].x, m[1].y, 0.0, 0.0);
+}
+
+
+
+mat3x2 __constructor(const mat3x2 m)
+{
+ __retVal = m;
+}
+
+mat3x2 __constructor(const mat4x2 m)
+{
+ __retVal = mat3x2(m[0], m[1], m[2]);
+}
+
+mat3x2 __constructor(const mat3 m)
+{
+ __retVal = mat3x2(m[0], m[1], m[2]);
+}
+
+mat3x2 __constructor(const mat3x4 m)
+{
+ __retVal = mat3x2(m[0].x, m[0].y,
+ m[1].x, m[1].y,
+ m[2].x, m[2].y);
+}
+
+mat3x2 __constructor(const mat4x3 m)
+{
+ __retVal = mat3x2(m[0].x, m[0].y,
+ m[1].x, m[1].y,
+ m[2].x, m[2].y);
+}
+
+mat3x2 __constructor(const mat4 m)
+{
+ __retVal = mat3x2(m[0].x, m[0].y,
+ m[1].x, m[1].y,
+ 0.0, 0.0);
+}
+
+mat3x2 __constructor(const mat2 m)
+{
+ __retVal = mat3x2(m[0], m[1], vec2(0.0));
+}
+
+mat3x2 __constructor(const mat2x3 m)
+{
+ __retVal = mat3x2(m[0].x, m[0].y,
+ m[1].x, m[1].y,
+ 0.0, 0.0);
+}
+
+mat3x2 __constructor(const mat2x4 m)
+{
+ __retVal = mat3x2(m[0].x, m[0].y,
+ m[1].x, m[1].y,
+ 0.0, 0.0);
+}
+
+
+
+
+mat3 __constructor(const mat3 m)
+{
+ __retVal = m;
+}
+
+mat3 __constructor(const mat4x3 m)
+{
+ __retVal = mat3 (
+ m[0],
+ m[1],
+ m[2]
+ );
+}
+
+mat3 __constructor(const mat3x4 m)
+{
+ __retVal = mat3 (
+ m[0].xyz,
+ m[1].xyz,
+ m[2].xyz
+ );
+}
+
+mat3 __constructor(const mat4 m)
+{
+ __retVal = mat3 (
+ m[0].xyz,
+ m[1].xyz,
+ m[2].xyz
+ );
+}
+
+mat3 __constructor(const mat2x3 m)
+{
+ __retVal = mat3 (
+ m[0],
+ m[1],
+ 0., 0., 1.
+ );
+}
+
+mat3 __constructor(const mat2x4 m)
+{
+ __retVal = mat3 (
+ m[0].xyz,
+ m[1].xyz,
+ 0., 0., 1.
+ );
+}
+
+mat3 __constructor(const mat3x2 m)
+{
+ __retVal = mat3 (
+ m[0], 0.,
+ m[1], 0.,
+ m[2], 1.
+ );
+}
+
+mat3 __constructor(const mat4x2 m)
+{
+ __retVal = mat3 (
+ m[0], 0.,
+ m[1], 0.,
+ m[2], 1.
+ );
+}
+
+mat3 __constructor(const mat2 m)
+{
+ __retVal = mat3 (
+ m[0], 0.,
+ m[1], 0.,
+ 0., 0., 1.
+ );
+}
+
+
+mat3x4 __constructor(const mat3x4 m)
+{
+ __retVal = m;
+}
+
+mat3x4 __constructor(const mat4 m)
+{
+ __retVal = mat3x4 (
+ m[0],
+ m[1],
+ m[2]
+ );
+}
+
+mat3x4 __constructor(const mat3 m)
+{
+ __retVal = mat3x4 (
+ m[0], 0.,
+ m[1], 0.,
+ m[2], 0.
+ );
+}
+
+mat3x4 __constructor(const mat4x3 m)
+{
+ __retVal = mat3x4 (
+ m[0], 0.,
+ m[1], 0.,
+ m[2], 0.
+ );
+}
+
+mat3x4 __constructor(const mat2x4 m)
+{
+ __retVal = mat3x4 (
+ m[0],
+ m[1],
+ 0., 0., 1., 0.
+ );
+}
+
+mat3x4 __constructor(const mat2x3 m)
+{
+ __retVal = mat3x4 (
+ m[0], 0.,
+ m[1], 0.,
+ 0., 0., 1., 0.
+ );
+}
+
+mat3x4 __constructor(const mat3x2 m)
+{
+ __retVal = mat3x4 (
+ m[0], 0., 0.,
+ m[1], 0., 0.,
+ m[2], 1., 0.
+ );
+}
+
+mat3x4 __constructor(const mat4x2 m)
+{
+ __retVal = mat3x4 (
+ m[0], 0., 0.,
+ m[1], 0., 0.,
+ m[2], 1., 0.
+ );
+}
+
+mat3x4 __constructor(const mat2 m)
+{
+ __retVal = mat3x4 (
+ m[0], 0., 0.,
+ m[1], 0., 0.,
+ 0., 0., 1., 0.
+ );
+}
+
+
+mat4x2 __constructor(const mat4x2 m)
+{
+ __retVal = m;
+}
+
+mat4x2 __constructor(const mat4x3 m)
+{
+ __retVal = mat4x2 (
+ m[0].xy,
+ m[1].xy,
+ m[2].xy,
+ m[3].xy
+ );
+}
+
+mat4x2 __constructor(const mat4 m)
+{
+ __retVal = mat4x2 (
+ m[0].xy,
+ m[1].xy,
+ m[2].xy,
+ m[3].xy
+ );
+}
+
+mat4x2 __constructor(const mat3x2 m)
+{
+ __retVal = mat4x2 (
+ m[0],
+ m[1],
+ 0., 0.
+ );
+}
+
+mat4x2 __constructor(const mat3 m)
+{
+ __retVal = mat4x2 (
+ m[0].xy,
+ m[1].xy,
+ m[2].xy,
+ 0., 0.
+ );
+}
+
+mat4x2 __constructor(const mat3x4 m)
+{
+ __retVal = mat4x2 (
+ m[0].xy,
+ m[1].xy,
+ m[2].xy,
+ 0., 0.
+ );
+}
+
+mat4x2 __constructor(const mat2 m)
+{
+ __retVal = mat4x2 (
+ m[0],
+ m[1],
+ 0., 0.,
+ 0., 0.
+ );
+}
+
+mat4x2 __constructor(const mat2x3 m)
+{
+ __retVal = mat4x2 (
+ m[0].xy,
+ m[1].xy,
+ 0., 0.,
+ 0., 0.
+ );
+}
+
+mat4x2 __constructor(const mat2x4 m)
+{
+ __retVal = mat4x2 (
+ m[0].xy,
+ m[1].xy,
+ 0., 0.,
+ 0., 0.
+ );
+}
+
+
+mat4x3 __constructor(const mat4x3 m)
+{
+ __retVal = m;
+}
+
+mat4x3 __constructor(const mat4 m)
+{
+ __retVal = mat4x3 (
+ m[0].xyz,
+ m[1].xyz,
+ m[2].xyz,
+ m[3].xyz
+ );
+}
+
+mat4x3 __constructor(const mat3 m)
+{
+ __retVal = mat4x3 (
+ m[0],
+ m[1],
+ m[2],
+ 0., 0., 0.
+ );
+}
+
+mat4x3 __constructor(const mat3x4 m)
+{
+ __retVal = mat4x3 (
+ m[0].xyz,
+ m[1].xyz,
+ m[2].xyz,
+ 0., 0., 0.
+ );
+}
+
+mat4x3 __constructor(const mat4x2 m)
+{
+ __retVal = mat4x3 (
+ m[0], 0.,
+ m[1], 0.,
+ m[2], 1.,
+ m[3], 0.
+ );
+}
+
+mat4x3 __constructor(const mat2x3 m)
+{
+ __retVal = mat4x3 (
+ m[0],
+ m[1],
+ 0., 0., 1.,
+ 0., 0., 0.
+ );
+}
+
+mat4x3 __constructor(const mat3x2 m)
+{
+ __retVal = mat4x3 (
+ m[0], 0.,
+ m[1], 0.,
+ m[2], 1.,
+ 0., 0., 0.
+ );
+}
+
+mat4x3 __constructor(const mat2x4 m)
+{
+ __retVal = mat4x3 (
+ m[0].xyz,
+ m[1].xyz,
+ 0., 0., 1.,
+ 0., 0., 0.
+ );
+}
+
+mat4x3 __constructor(const mat2 m)
+{
+ __retVal = mat4x3 (
+ m[0], 0.,
+ m[1], 0.,
+ 0., 0., 1.,
+ 0., 0., 0.
+ );
+}
+
+
+mat4 __constructor(const mat4 m)
+{
+ __retVal = m;
+}
+
+mat4 __constructor(const mat3x4 m)
+{
+ __retVal = mat4 (
+ m[0],
+ m[1],
+ m[2],
+ 0., 0., 0., 1.
+ );
+}
+
+mat4 __constructor(const mat4x3 m)
+{
+ __retVal = mat4 (
+ m[0], 0.,
+ m[1], 0.,
+ m[2], 0.,
+ m[3], 1.
+ );
+}
+
+mat4 __constructor(const mat2x4 m)
+{
+ __retVal = mat4 (
+ m[0],
+ m[1],
+ 0., 0., 1., 0.,
+ 0., 0., 0., 1.
+ );
+}
+
+mat4 __constructor(const mat4x2 m)
+{
+ __retVal = mat4 (
+ m[0], 0., 0.,
+ m[1], 0., 0.,
+ m[2], 1., 0.,
+ m[3], 0., 1.
+ );
+}
+
+mat4 __constructor(const mat3 m)
+{
+ __retVal = mat4 (
+ m[0], 0.,
+ m[1], 0.,
+ m[2], 0.,
+ 0., 0., 0., 1.
+ );
+}
+
+mat4 __constructor(const mat2x3 m)
+{
+ __retVal = mat4 (
+ m[0], 0.,
+ m[1], 0.,
+ 0., 0., 1., 0.,
+ 0., 0., 0., 1.
+ );
+}
+
+mat4 __constructor(const mat3x2 m)
+{
+ __retVal = mat4 (
+ m[0], 0., 0.,
+ m[1], 0., 0.,
+ m[2], 1., 0.,
+ 0., 0., 0., 1.
+ );
+}
+
+mat4 __constructor(const mat2 m)
+{
+ __retVal = mat4 (
+ m[0], 0., 0.,
+ m[1], 0., 0.,
+ 0., 0., 1., 0.,
+ 0., 0., 0., 1.
+ );
+}
+
+
+void __operator += (inout mat2x3 m, const mat2x3 n) {
+ m[0] += n[0];
+ m[1] += n[1];
+}
+
+void __operator += (inout mat2x4 m, const mat2x4 n) {
+ m[0] += n[0];
+ m[1] += n[1];
+}
+
+void __operator += (inout mat3x2 m, const mat3x2 n) {
+ m[0] += n[0];
+ m[1] += n[1];
+ m[2] += n[2];
+}
+
+void __operator += (inout mat3x4 m, const mat3x4 n) {
+ m[0] += n[0];
+ m[1] += n[1];
+ m[2] += n[2];
+}
+
+void __operator += (inout mat4x2 m, const mat4x2 n) {
+ m[0] += n[0];
+ m[1] += n[1];
+ m[2] += n[2];
+ m[3] += n[3];
+}
+
+void __operator += (inout mat4x3 m, const mat4x3 n) {
+ m[0] += n[0];
+ m[1] += n[1];
+ m[2] += n[2];
+ m[3] += n[3];
+}
+
+
+void __operator -= (inout mat2x3 m, const mat2x3 n) {
+ m[0] -= n[0];
+ m[1] -= n[1];
+}
+
+void __operator -= (inout mat2x4 m, const mat2x4 n) {
+ m[0] -= n[0];
+ m[1] -= n[1];
+}
+
+void __operator -= (inout mat3x2 m, const mat3x2 n) {
+ m[0] -= n[0];
+ m[1] -= n[1];
+ m[2] -= n[2];
+}
+
+void __operator -= (inout mat3x4 m, const mat3x4 n) {
+ m[0] -= n[0];
+ m[1] -= n[1];
+ m[2] -= n[2];
+}
+
+void __operator -= (inout mat4x2 m, const mat4x2 n) {
+ m[0] -= n[0];
+ m[1] -= n[1];
+ m[2] -= n[2];
+ m[3] -= n[3];
+}
+
+void __operator -= (inout mat4x3 m, const mat4x3 n) {
+ m[0] -= n[0];
+ m[1] -= n[1];
+ m[2] -= n[2];
+ m[3] -= n[3];
+}
+
+
+void __operator /= (inout mat2x3 m, const mat2x3 n) {
+ m[0] /= n[0];
+ m[1] /= n[1];
+}
+
+void __operator /= (inout mat2x4 m, const mat2x4 n) {
+ m[0] /= n[0];
+ m[1] /= n[1];
+}
+
+void __operator /= (inout mat3x2 m, const mat3x2 n) {
+ m[0] /= n[0];
+ m[1] /= n[1];
+ m[2] /= n[2];
+}
+
+void __operator /= (inout mat3x4 m, const mat3x4 n) {
+ m[0] /= n[0];
+ m[1] /= n[1];
+ m[2] /= n[2];
+}
+
+void __operator /= (inout mat4x2 m, const mat4x2 n) {
+ m[0] /= n[0];
+ m[1] /= n[1];
+ m[2] /= n[2];
+ m[3] /= n[3];
+}
+
+void __operator /= (inout mat4x3 m, const mat4x3 n) {
+ m[0] /= n[0];
+ m[1] /= n[1];
+ m[2] /= n[2];
+ m[3] /= n[3];
+}
+
+
+vec3 __operator * (const mat2x3 m, const vec2 v)
+{
+ __retVal.x = v.x * m[0].x + v.y * m[1].x;
+ __retVal.y = v.x * m[0].y + v.y * m[1].y;
+ __retVal.z = v.x * m[0].z + v.y * m[1].z;
+}
+
+vec4 __operator * (const mat2x4 m, const vec2 v)
+{
+ __retVal.x = v.x * m[0].x + v.y * m[1].x;
+ __retVal.y = v.x * m[0].y + v.y * m[1].y;
+ __retVal.z = v.x * m[0].z + v.y * m[1].z;
+ __retVal.w = v.x * m[0].w + v.y * m[1].w;
+}
+
+vec2 __operator * (const mat3x2 m, const vec3 v)
+{
+ __retVal.x = v.x * m[0].x + v.y * m[1].x + v.z * m[2].x;
+ __retVal.y = v.x * m[0].y + v.y * m[1].y + v.z * m[2].y;
+}
+
+vec4 __operator * (const mat3x4 m, const vec3 v)
+{
+ __retVal.x = v.x * m[0].x + v.y * m[1].x + v.z * m[2].x;
+ __retVal.y = v.x * m[0].y + v.y * m[1].y + v.z * m[2].y;
+ __retVal.z = v.x * m[0].z + v.y * m[1].z + v.z * m[2].z;
+ __retVal.w = v.x * m[0].w + v.y * m[1].w + v.z * m[2].w;
+}
+
+vec2 __operator * (const mat4x2 m, const vec4 v)
+{
+ __retVal.x = v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x;
+ __retVal.y = v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y;
+}
+
+vec3 __operator * (const mat4x3 m, const vec4 v)
+{
+ __retVal.x = v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x;
+ __retVal.y = v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y;
+ __retVal.z = v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z;
+}
+
+
+mat3x2 __operator * (const mat2 m, const mat3x2 n)
+{
+ //return mat3x2 (m * n[0], m * n[1], m * n[2]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+}
+
+mat4x2 __operator * (const mat2 m, const mat4x2 n)
+{
+ //return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+ __retVal[3] = m * n[3];
+}
+
+
+mat2x3 __operator * (const mat2x3 m, const mat2 n)
+{
+ //return mat2x3 (m * n[0], m * n[1]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+}
+
+mat3 __operator * (const mat2x3 m, const mat3x2 n)
+{
+ //return mat3 (m * n[0], m * n[1], m * n[2]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+}
+
+mat4x3 __operator * (const mat2x3 m, const mat4x2 n)
+{
+ //return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+ __retVal[3] = m * n[3];
+}
+
+
+mat2x4 __operator * (const mat2x4 m, const mat2 n)
+{
+ //return mat2x4 (m * n[0], m * n[1]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+}
+
+mat3x4 __operator * (const mat2x4 m, const mat3x2 n)
+{
+ //return mat3x4 (m * n[0], m * n[1], m * n[2]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+}
+
+mat4 __operator * (const mat2x4 m, const mat4x2 n)
+{
+ //return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+ __retVal[3] = m * n[3];
+}
+
+
+mat2 __operator * (const mat3x2 m, const mat2x3 n)
+{
+ //return mat2 (m * n[0], m * n[1]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+}
+
+mat3x2 __operator * (const mat3x2 m, const mat3 n)
+{
+ //return mat3x2 (m * n[0], m * n[1], m * n[2]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+}
+
+mat4x2 __operator * (const mat3x2 m, const mat4x3 n)
+{
+ //return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+ __retVal[3] = m * n[3];
+}
+
+
+mat2x3 __operator * (const mat3 m, const mat2x3 n)
+{
+ //return mat2x3 (m * n[0], m * n[1]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+}
+
+mat4x3 __operator * (const mat3 m, const mat4x3 n)
+{
+ //return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+ __retVal[3] = m * n[3];
+}
+
+
+mat2x4 __operator * (const mat3x4 m, const mat2x3 n)
+{
+ //return mat2x4 (m * n[0], m * n[1]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+}
+
+mat3x4 __operator * (const mat3x4 m, const mat3 n)
+{
+ //return mat3x4 (m * n[0], m * n[1], m * n[2]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+}
+
+mat4 __operator * (const mat3x4 m, const mat4x3 n)
+{
+ //return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+ __retVal[3] = m * n[3];
+}
+
+
+mat2 __operator * (const mat4x2 m, const mat2x4 n)
+{
+ //return = mat2 (m * n[0], m * n[1]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+}
+
+mat3x2 __operator * (const mat4x2 m, const mat3x4 n)
+{
+ //return mat3x2 (m * n[0], m * n[1], m * n[2]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+}
+
+mat4x2 __operator * (const mat4x2 m, const mat4 n)
+{
+ //return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+ __retVal[3] = m * n[3];
+}
+
+
+mat2x3 __operator * (const mat4x3 m, const mat2x4 n)
+{
+ //return mat2x3 (m * n[0], m * n[1]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+}
+
+mat3 __operator * (const mat4x3 m, const mat3x4 n)
+{
+ //return mat3 (m * n[0], m * n[1], m * n[2]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+}
+
+mat4x3 __operator * (const mat4x3 m, const mat4 n)
+{
+ //return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+ __retVal[3] = m * n[3];
+}
+
+
+mat2x4 __operator * (const mat4 m, const mat2x4 n)
+{
+ //return mat2x4 (m * n[0], m * n[1]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+}
+
+mat3x4 __operator * (const mat4 m, const mat3x4 n)
+{
+ //return mat3x4 (m * n[0], m * n[1], m * n[2]);
+ __retVal[0] = m * n[0];
+ __retVal[1] = m * n[1];
+ __retVal[2] = m * n[2];
+}
+
+
+void __operator *= (inout mat2x3 m, const mat2 n) {
+ m = m * n;
+}
+
+void __operator *= (inout mat2x4 m, const mat2 n) {
+ m = m * n;
+}
+
+void __operator *= (inout mat3x2 m, const mat3 n) {
+ m = m * n;
+}
+
+void __operator *= (inout mat3x4 m, const mat3 n) {
+ m = m * n;
+}
+
+void __operator *= (inout mat4x2 m, const mat4 n) {
+ m = m * n;
+}
+
+void __operator *= (inout mat4x3 m, const mat4 n) {
+ m = m * n;
+}
+
+
+vec3 __operator * (const vec2 v, const mat3x2 m)
+{
+ __retVal.x = dot(v, m[0]);
+ __retVal.y = dot(v, m[1]);
+ __retVal.z = dot(v, m[2]);
+}
+
+vec4 __operator * (const vec2 v, const mat4x2 m)
+{
+ __retVal.x = dot(v, m[0]);
+ __retVal.y = dot(v, m[1]);
+ __retVal.z = dot(v, m[2]);
+ __retVal.w = dot(v, m[3]);
+}
+
+vec2 __operator * (const vec3 v, const mat2x3 m)
+{
+ __retVal.x = dot(v, m[0]);
+ __retVal.y = dot(v, m[1]);
+}
+
+vec4 __operator * (const vec3 v, const mat4x3 m)
+{
+ __retVal.x = dot(v, m[0]);
+ __retVal.y = dot(v, m[1]);
+ __retVal.z = dot(v, m[2]);
+ __retVal.w = dot(v, m[3]);
+}
+
+vec2 __operator * (const vec4 v, const mat2x4 m)
+{
+ __retVal.x = dot(v, m[0]);
+ __retVal.y = dot(v, m[1]);
+}
+
+vec3 __operator * (const vec4 v, const mat3x4 m)
+{
+ __retVal.x = dot(v, m[0]);
+ __retVal.y = dot(v, m[1]);
+ __retVal.z = dot(v, m[2]);
+}
+
+
+void __operator += (inout mat2x3 m, const float a) {
+ m[0] += a;
+ m[1] += a;
+}
+
+void __operator += (inout mat2x4 m, const float a) {
+ m[0] += a;
+ m[1] += a;
+}
+
+void __operator += (inout mat3x2 m, const float a) {
+ m[0] += a;
+ m[1] += a;
+ m[2] += a;
+}
+
+void __operator += (inout mat3x4 m, const float a) {
+ m[0] += a;
+ m[1] += a;
+ m[2] += a;
+}
+
+void __operator += (inout mat4x2 m, const float a) {
+ m[0] += a;
+ m[1] += a;
+ m[2] += a;
+ m[3] += a;
+}
+
+void __operator += (inout mat4x3 m, const float a) {
+ m[0] += a;
+ m[1] += a;
+ m[2] += a;
+ m[3] += a;
+}
+
+
+void __operator -= (inout mat2x3 m, const float a) {
+ m[0] -= a;
+ m[1] -= a;
+}
+
+void __operator -= (inout mat2x4 m, const float a) {
+ m[0] -= a;
+ m[1] -= a;
+}
+
+void __operator -= (inout mat3x2 m, const float a) {
+ m[0] -= a;
+ m[1] -= a;
+ m[2] -= a;
+}
+
+void __operator -= (inout mat3x4 m, const float a) {
+ m[0] -= a;
+ m[1] -= a;
+ m[2] -= a;
+}
+
+void __operator -= (inout mat4x2 m, const float a) {
+ m[0] -= a;
+ m[1] -= a;
+ m[2] -= a;
+ m[3] -= a;
+}
+
+void __operator -= (inout mat4x3 m, const float a) {
+ m[0] -= a;
+ m[1] -= a;
+ m[2] -= a;
+ m[3] -= a;
+}
+
+
+void __operator *= (inout mat2x3 m, const float a) {
+ m[0] *= a;
+ m[1] *= a;
+}
+
+void __operator *= (inout mat2x4 m, const float a) {
+ m[0] *= a;
+ m[1] *= a;
+}
+
+void __operator *= (inout mat3x2 m, const float a) {
+ m[0] *= a;
+ m[1] *= a;
+ m[2] *= a;
+}
+
+void __operator *= (inout mat3x4 m, const float a) {
+ m[0] *= a;
+ m[1] *= a;
+ m[2] *= a;
+}
+
+void __operator *= (inout mat4x2 m, const float a) {
+ m[0] *= a;
+ m[1] *= a;
+ m[2] *= a;
+ m[3] *= a;
+}
+
+void __operator *= (inout mat4x3 m, const float a) {
+ m[0] *= a;
+ m[1] *= a;
+ m[2] *= a;
+ m[3] *= a;
+}
+
+
+void __operator /= (inout mat2x3 m, const float a) {
+ m[0] /= a;
+ m[1] /= a;
+}
+
+void __operator /= (inout mat2x4 m, const float a) {
+ m[0] /= a;
+ m[1] /= a;
+}
+
+void __operator /= (inout mat3x2 m, const float a) {
+ m[0] /= a;
+ m[1] /= a;
+ m[2] /= a;
+}
+
+void __operator /= (inout mat3x4 m, const float a) {
+ m[0] /= a;
+ m[1] /= a;
+ m[2] /= a;
+}
+
+void __operator /= (inout mat4x2 m, const float a) {
+ m[0] /= a;
+ m[1] /= a;
+ m[2] /= a;
+ m[3] /= a;
+}
+
+void __operator /= (inout mat4x3 m, const float a) {
+ m[0] /= a;
+ m[1] /= a;
+ m[2] /= a;
+ m[3] /= a;
+}
+
+
+mat2x3 __operator + (const mat2x3 m, const mat2x3 n) {
+ return mat2x3 (m[0] + n[0], m[1] + n[1]);
+}
+
+mat2x4 __operator + (const mat2x4 m, const mat2x4 n) {
+ return mat2x4 (m[0] + n[0], m[1] + n[1]);
+}
+
+mat3x2 __operator + (const mat3x2 m, const mat3x2 n) {
+ return mat3x2 (m[0] + n[0], m[1] + n[1], m[2] + n[2]);
+}
+
+mat3x4 __operator + (const mat3x4 m, const mat3x4 n) {
+ return mat3x4 (m[0] + n[0], m[1] + n[1], m[2] + n[2]);
+}
+
+mat4x2 __operator + (const mat4x2 m, const mat4x2 n) {
+ return mat4x2 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]);
+}
+
+mat4x3 __operator + (const mat4x3 m, const mat4x3 n) {
+ return mat4x3 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]);
+}
+
+
+mat2x3 __operator - (const mat2x3 m, const mat2x3 n) {
+ return mat2x3 (m[0] - n[0], m[1] - n[1]);
+}
+
+mat2x4 __operator - (const mat2x4 m, const mat2x4 n) {
+ return mat2x4 (m[0] - n[0], m[1] - n[1]);
+}
+
+mat3x2 __operator - (const mat3x2 m, const mat3x2 n) {
+ return mat3x2 (m[0] - n[0], m[1] - n[1], m[2] - n[2]);
+}
+
+mat3x4 __operator - (const mat3x4 m, const mat3x4 n) {
+ return mat3x4 (m[0] - n[0], m[1] - n[1], m[2] - n[2]);
+}
+
+mat4x2 __operator - (const mat4x2 m, const mat4x2 n) {
+ return mat4x2 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]);
+}
+
+mat4x3 __operator - (const mat4x3 m, const mat4x3 n) {
+ return mat4x3 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]);
+}
+
+
+mat2x3 __operator / (const mat2x3 m, const mat2x3 n) {
+ return mat2x3 (m[0] / n[0], m[1] / n[1]);
+}
+
+mat2x4 __operator / (const mat2x4 m, const mat2x4 n) {
+ return mat2x4 (m[0] / n[0], m[1] / n[1]);
+}
+
+mat3x2 __operator / (const mat3x2 m, const mat3x2 n) {
+ return mat3x2 (m[0] / n[0], m[1] / n[1], m[2] / n[2]);
+}
+
+mat3x4 __operator / (const mat3x4 m, const mat3x4 n) {
+ return mat3x4 (m[0] / n[0], m[1] / n[1], m[2] / n[2]);
+}
+
+mat4x2 __operator / (const mat4x2 m, const mat4x2 n) {
+ return mat4x2 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]);
+}
+
+mat4x3 __operator / (const mat4x3 m, const mat4x3 n) {
+ return mat4x3 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]);
+}
+
+
+mat2x3 __operator + (const float a, const mat2x3 n) {
+ return mat2x3 (a + n[0], a + n[1]);
+}
+
+mat2x3 __operator + (const mat2x3 m, const float b) {
+ return mat2x3 (m[0] + b, m[1] + b);
+}
+
+mat2x4 __operator + (const float a, const mat2x4 n) {
+ return mat2x4 (a + n[0], a + n[1]);
+}
+
+mat2x4 __operator + (const mat2x4 m, const float b) {
+ return mat2x4 (m[0] + b, m[1] + b);
+}
+
+mat3x2 __operator + (const float a, const mat3x2 n) {
+ return mat3x2 (a + n[0], a + n[1], a + n[2]);
+}
+
+mat3x2 __operator + (const mat3x2 m, const float b) {
+ return mat3x2 (m[0] + b, m[1] + b, m[2] + b);
+}
+
+mat3x4 __operator + (const float a, const mat3x4 n) {
+ return mat3x4 (a + n[0], a + n[1], a + n[2]);
+}
+
+mat3x4 __operator + (const mat3x4 m, const float b) {
+ return mat3x4 (m[0] + b, m[1] + b, m[2] + b);
+}
+
+mat4x2 __operator + (const mat4x2 m, const float b) {
+ return mat4x2 (m[0] + b, m[1] + b, m[2] + b, m[3] + b);
+}
+
+mat4x2 __operator + (const float a, const mat4x2 n) {
+ return mat4x2 (a + n[0], a + n[1], a + n[2], a + n[3]);
+}
+
+mat4x3 __operator + (const mat4x3 m, const float b) {
+ return mat4x3 (m[0] + b, m[1] + b, m[2] + b, m[3] + b);
+}
+
+mat4x3 __operator + (const float a, const mat4x3 n) {
+ return mat4x3 (a + n[0], a + n[1], a + n[2], a + n[3]);
+}
+
+
+mat2x3 __operator - (const float a, const mat2x3 n) {
+ return mat2x3 (a - n[0], a - n[1]);
+}
+
+mat2x3 __operator - (const mat2x3 m, const float b) {
+ return mat2x3 (m[0] - b, m[1] - b);
+}
+
+mat2x4 __operator - (const float a, const mat2x4 n) {
+ return mat2x4 (a - n[0], a - n[1]);
+}
+
+mat2x4 __operator - (const mat2x4 m, const float b) {
+ return mat2x4 (m[0] - b, m[1] - b);
+}
+
+mat3x2 __operator - (const float a, const mat3x2 n) {
+ return mat3x2 (a - n[0], a - n[1], a - n[2]);
+}
+
+mat3x2 __operator - (const mat3x2 m, const float b) {
+ return mat3x2 (m[0] - b, m[1] - b, m[2] - b);
+}
+
+mat3x4 __operator - (const float a, const mat3x4 n) {
+ return mat3x4 (a - n[0], a - n[1], a - n[2]);
+}
+
+mat3x4 __operator - (const mat3x4 m, const float b) {
+ return mat3x4 (m[0] - b, m[1] - b, m[2] - b);
+}
+
+mat4x2 __operator - (const mat4x2 m, const float b) {
+ return mat4x2 (m[0] - b, m[1] - b, m[2] - b, m[3] - b);
+}
+
+mat4x2 __operator - (const float a, const mat4x2 n) {
+ return mat4x2 (a - n[0], a - n[1], a - n[2], a - n[3]);
+}
+
+mat4x3 __operator - (const mat4x3 m, const float b) {
+ return mat4x3 (m[0] - b, m[1] - b, m[2] - b, m[3] - b);
+}
+
+mat4x3 __operator - (const float a, const mat4x3 n) {
+ return mat4x3 (a - n[0], a - n[1], a - n[2], a - n[3]);
+}
+
+
+mat2x3 __operator * (const float a, const mat2x3 n)
+{
+ //return mat2x3 (a * n[0], a * n[1]);
+ __retVal[0] = a * n[0];
+ __retVal[1] = a * n[1];
+}
+
+mat2x3 __operator * (const mat2x3 m, const float b)
+{
+ //return mat2x3 (m[0] * b, m[1] * b);
+ __retVal[0] = m[0] * b;
+ __retVal[1] = m[1] * b;
+}
+
+mat2x4 __operator * (const float a, const mat2x4 n)
+{
+ //return mat2x4 (a * n[0], a * n[1]);
+ __retVal[0] = a * n[0];
+ __retVal[1] = a * n[1];
+}
+
+mat2x4 __operator * (const mat2x4 m, const float b)
+{
+ //return mat2x4 (m[0] * b, m[1] * b);
+ __retVal[0] = m[0] * b;
+ __retVal[1] = m[1] * b;
+}
+
+mat3x2 __operator * (const float a, const mat3x2 n)
+{
+ //return mat3x2 (a * n[0], a * n[1], a * n[2]);
+ __retVal[0] = a * n[0];
+ __retVal[1] = a * n[1];
+ __retVal[2] = a * n[2];
+}
+
+mat3x2 __operator * (const mat3x2 m, const float b)
+{
+ //return mat3x2 (m[0] * b, m[1] * b, m[2] * b);
+ __retVal[0] = m[0] * b;
+ __retVal[1] = m[1] * b;
+ __retVal[2] = m[2] * b;
+}
+
+mat3x4 __operator * (const float a, const mat3x4 n)
+{
+ //return mat3x4 (a * n[0], a * n[1], a * n[2]);
+ __retVal[0] = a * n[0];
+ __retVal[1] = a * n[1];
+ __retVal[2] = a * n[2];
+}
+
+mat3x4 __operator * (const mat3x4 m, const float b)
+{
+ //return mat3x4 (m[0] * b, m[1] * b, m[2] * b);
+ __retVal[0] = m[0] * b;
+ __retVal[1] = m[1] * b;
+ __retVal[2] = m[2] * b;
+}
+
+mat4x2 __operator * (const mat4x2 m, const float b)
+{
+ //return mat4x2 (m[0] * b, m[1] * b, m[2] * b, m[3] * b);
+ __retVal[0] = m[0] * b;
+ __retVal[1] = m[1] * b;
+ __retVal[2] = m[2] * b;
+ __retVal[3] = m[3] * b;
+}
+
+mat4x2 __operator * (const float a, const mat4x2 n)
+{
+ //return mat4x2 (a * n[0], a * n[1], a * n[2], a * n[3]);
+ __retVal[0] = a * n[0];
+ __retVal[1] = a * n[1];
+ __retVal[2] = a * n[2];
+ __retVal[3] = a * n[3];
+}
+
+mat4x3 __operator * (const mat4x3 m, const float b)
+{
+ //return mat4x3 (m[0] * b, m[1] * b, m[2] * b, m[3] * b);
+ __retVal[0] = m[0] * b;
+ __retVal[1] = m[1] * b;
+ __retVal[2] = m[2] * b;
+ __retVal[3] = m[3] * b;
+}
+
+mat4x3 __operator * (const float a, const mat4x3 n)
+{
+ //return mat4x3 (a * n[0], a * n[1], a * n[2], a * n[3]);
+ __retVal[0] = a * n[0];
+ __retVal[1] = a * n[1];
+ __retVal[2] = a * n[2];
+ __retVal[3] = a * n[3];
+}
+
+
+mat2x3 __operator / (const float a, const mat2x3 n)
+{
+ //return mat2x3 (a / n[0], a / n[1]);
+ const float inv = 1.0 / a;
+ __retVal[0] = inv * n[0];
+ __retVal[1] = inv * n[1];
+}
+
+mat2x3 __operator / (const mat2x3 m, const float b)
+{
+ //return mat2x3 (m[0] / b, m[1] / b);
+ const float inv = 1.0 / b;
+ __retVal[0] = m[0] * inv;
+ __retVal[1] = m[1] * inv;
+}
+
+mat2x4 __operator / (const float a, const mat2x4 n)
+{
+ //return mat2x4 (a / n[0], a / n[1]);
+ const float inv = 1.0 / a;
+ __retVal[0] = inv * n[0];
+ __retVal[1] = inv * n[1];
+}
+
+mat2x4 __operator / (const mat2x4 m, const float b)
+{
+ //return mat2x4 (m[0] / b, m[1] / b);
+ const float inv = 1.0 / b;
+ __retVal[0] = m[0] * inv;
+ __retVal[1] = m[1] * inv;
+}
+
+mat3x2 __operator / (const float a, const mat3x2 n)
+{
+ //return mat3x2 (a / n[0], a / n[1], a / n[2]);
+ const float inv = 1.0 / a;
+ __retVal[0] = inv * n[0];
+ __retVal[1] = inv * n[1];
+ __retVal[2] = inv * n[2];
+}
+
+mat3x2 __operator / (const mat3x2 m, const float b)
+{
+ //return mat3x2 (m[0] / b, m[1] / b, m[2] / b);
+ const float inv = 1.0 / b;
+ __retVal[0] = m[0] * inv;
+ __retVal[1] = m[1] * inv;
+ __retVal[2] = m[2] * inv;
+}
+
+mat3x4 __operator / (const float a, const mat3x4 n)
+{
+ //return mat3x4 (a / n[0], a / n[1], a / n[2]);
+ const float inv = 1.0 / a;
+ __retVal[0] = inv * n[0];
+ __retVal[1] = inv * n[1];
+ __retVal[2] = inv * n[2];
+}
+
+mat3x4 __operator / (const mat3x4 m, const float b)
+{
+ //return mat3x4 (m[0] / b, m[1] / b, m[2] / b);
+ const float inv = 1.0 / b;
+ __retVal[0] = m[0] * inv;
+ __retVal[1] = m[1] * inv;
+ __retVal[2] = m[2] * inv;
+}
+
+mat4x2 __operator / (const mat4x2 m, const float b)
+{
+ //return mat4x2 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);
+ const float inv = 1.0 / b;
+ __retVal[0] = m[0] * inv;
+ __retVal[1] = m[1] * inv;
+ __retVal[2] = m[2] * inv;
+ __retVal[3] = m[3] * inv;
+}
+
+mat4x2 __operator / (const float a, const mat4x2 n)
+{
+ //return mat4x2 (a / n[0], a / n[1], a / n[2], a / n[3]);
+ const float inv = 1.0 / a;
+ __retVal[0] = inv * n[0];
+ __retVal[1] = inv * n[1];
+ __retVal[2] = inv * n[2];
+ __retVal[3] = inv * n[3];
+}
+
+mat4x3 __operator / (const mat4x3 m, const float b)
+{
+ //return mat4x3 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);
+ const float inv = 1.0 / b;
+ __retVal[0] = m[0] * inv;
+ __retVal[1] = m[1] * inv;
+ __retVal[2] = m[2] * inv;
+ __retVal[3] = m[3] * inv;
+}
+
+mat4x3 __operator / (const float a, const mat4x3 n)
+{
+ //return mat4x3 (a / n[0], a / n[1], a / n[2], a / n[3]);
+ const float inv = 1.0 / a;
+ __retVal[0] = inv * n[0];
+ __retVal[1] = inv * n[1];
+ __retVal[2] = inv * n[2];
+ __retVal[3] = inv * n[3];
+}
+
+
+mat2x3 __operator - (const mat2x3 m) {
+ return mat2x3 (-m[0], -m[1]);
+}
+
+mat2x4 __operator - (const mat2x4 m) {
+ return mat2x4 (-m[0], -m[1]);
+}
+
+mat3x2 __operator - (const mat3x2 m) {
+ return mat3x2 (-m[0], -m[1], -m[2]);
+}
+
+mat3x4 __operator - (const mat3x4 m) {
+ return mat3x4 (-m[0], -m[1], -m[2]);
+}
+
+mat4x2 __operator - (const mat4x2 m) {
+ return mat4x2 (-m[0], -m[1], -m[2], -m[3]);
+}
+
+mat4x3 __operator - (const mat4x3 m) {
+ return mat4x3 (-m[0], -m[1], -m[2], -m[3]);
+}
+
+
+void __operator -- (inout mat2x3 m) {
+ --m[0];
+ --m[1];
+}
+
+void __operator -- (inout mat2x4 m) {
+ --m[0];
+ --m[1];
+}
+
+void __operator -- (inout mat3x2 m) {
+ --m[0];
+ --m[1];
+ --m[2];
+}
+
+void __operator -- (inout mat3x4 m) {
+ --m[0];
+ --m[1];
+ --m[2];
+}
+
+void __operator -- (inout mat4x2 m) {
+ --m[0];
+ --m[1];
+ --m[2];
+ --m[3];
+}
+
+void __operator -- (inout mat4x3 m) {
+ --m[0];
+ --m[1];
+ --m[2];
+ --m[3];
+}
+
+
+void __operator ++ (inout mat2x3 m) {
+ ++m[0];
+ ++m[1];
+}
+
+void __operator ++ (inout mat2x4 m) {
+ ++m[0];
+ ++m[1];
+}
+
+void __operator ++ (inout mat3x2 m) {
+ ++m[0];
+ ++m[1];
+ ++m[2];
+}
+
+void __operator ++ (inout mat3x4 m) {
+ ++m[0];
+ ++m[1];
+ ++m[2];
+}
+
+void __operator ++ (inout mat4x2 m) {
+ ++m[0];
+ ++m[1];
+ ++m[2];
+ ++m[3];
+}
+
+void __operator ++ (inout mat4x3 m) {
+ ++m[0];
+ ++m[1];
+ ++m[2];
+ ++m[3];
+}
+