From 798ef5ce330fa308dad60e4550dd1a0437be5338 Mon Sep 17 00:00:00 2001 From: Michal Krol Date: Mon, 21 Aug 2006 08:47:28 +0000 Subject: GLSL 1.20 constructors and operators. --- src/mesa/shader/slang/library/slang_120_core.gc | 1716 +++++++++++++++++++++++ 1 file changed, 1716 insertions(+) create mode 100755 src/mesa/shader/slang/library/slang_120_core.gc (limited to 'src/mesa/shader/slang/library') diff --git a/src/mesa/shader/slang/library/slang_120_core.gc b/src/mesa/shader/slang/library/slang_120_core.gc new file mode 100755 index 0000000000..cf5d44e8ce --- /dev/null +++ b/src/mesa/shader/slang/library/slang_120_core.gc @@ -0,0 +1,1716 @@ +/* + * 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 __constructor (const float df) { + return mat2x3 ( + df, 0., 0., + 0., df, 0. + ); +} + +mat2x3 __constructor (const int di) { + float df; + __asm int_to_float df, di; + return mat2x3 (df); +} + +mat2x3 __constructor (const bool db) { + return mat2x3 (db ? 1. : 0.); +} + + +mat2x4 __constructor (const float df) { + return mat2x4 ( + df, 0., 0., 0., + 0., df, 0., 0. + ); +} + +mat2x4 __constructor (const int di) { + float df; + __asm int_to_float df, di; + return mat2x4 (df); +} + +mat2x4 __constructor (const bool db) { + return mat2x4 (db ? 1. : 0.); +} + + +mat3x2 __constructor (const float df) { + return mat3x2 ( + df, 0., + 0., df, + 0., 0. + ); +} + +mat3x2 __constructor (const int di) { + float df; + __asm int_to_float df, di; + return mat3x2 (df); +} + +mat3x2 __constructor (const bool db) { + return mat3x2 (db ? 1. : 0.); +} + + +mat3x4 __constructor (const float df) { + return mat3x4 ( + df, 0., 0., 0., + 0., df, 0., 0., + 0., 0., df, 0. + ); +} + +mat3x4 __constructor (const int di) { + float df; + __asm int_to_float df, di; + return mat3x4 (df); +} + +mat3x4 __constructor (const bool db) { + return mat3x4 (db ? 1. : 0.); +} + + +mat4x2 __constructor (const float df) { + return mat4x2 ( + df, 0., + 0., df, + 0., 0., + 0., 0. + ); +} + +mat4x2 __constructor (const int di) { + float df; + __asm int_to_float df, di; + return mat4x2 (df); +} + +mat4x2 __constructor (const bool db) { + return mat4x2 (db ? 1. : 0.); +} + + +mat4x3 __constructor (const float df) { + return mat4x3 ( + df, 0., 0., + 0., df, 0., + 0., 0., df, + 0., 0., 0. + ); +} + +mat4x3 __constructor (const int di) { + float df; + __asm int_to_float df, di; + return mat4x3 (df); +} + +mat4x3 __constructor (const bool db) { + return mat4x3 (db ? 1. : 0.); +} + + +mat2 __constructor (const mat2 m) { + return m; +} + +mat2 __constructor (const mat3x2 m) { + return mat2 ( + m[0], + m[1] + ); +} + +mat2 __constructor (const mat4x2 m) { + return mat2 ( + m[0], + m[1] + ); +} + +mat2 __constructor (const mat2x3 m) { + return mat2 ( + m[0].xy, + m[1].xy + ); +} + +mat2 __constructor (const mat2x4 m) { + return mat2 ( + m[0].xy, + m[1].xy + ); +} + +mat2 __constructor (const mat3 m) { + return mat2 ( + m[0].xy, + m[1].xy + ); +} + +mat2 __constructor (const mat3x4 m) { + return mat2 ( + m[0].xy, + m[1].xy + ); +} + +mat2 __constructor (const mat4x3 m) { + return mat2 ( + m[0].xy, + m[1].xy + ); +} + +mat2 __constructor (const mat4 m) { + return mat2 ( + m[0].xy, + m[1].xy + ); +} + + +mat2x3 __constructor (const mat2x3 m) { + return m; +} + +mat2x3 __constructor (const mat3 m) { + return mat2x3 ( + m[0], + m[1] + ); +} + +mat2x3 __constructor (const mat4x3 m) { + return mat2x3 ( + m[0], + m[1] + ); +} + +mat2x3 __constructor (const mat2x4 m) { + return mat2x3 ( + m[0].xyz, + m[1].xyz + ); +} + +mat2x3 __constructor (const mat3x4 m) { + return mat2x3 ( + m[0].xyz, + m[1].xyz + ); +} + +mat2x3 __constructor (const mat4 m) { + return mat2x3 ( + m[0].xyz, + m[1].xyz + ); +} + +mat2x3 __constructor (const mat2 m) { + return mat2x3 ( + m[0], 0., + m[1], 0. + ); +} + +mat2x3 __constructor (const mat3x2 m) { + return mat2x3 ( + m[0], 0., + m[1], 0. + ); +} + +mat2x3 __constructor (const mat4x2 m) { + return mat2x3 ( + m[0], 0., + m[1], 0. + ); +} + + +mat2x4 __constructor (const mat2x4 m) { + return m; +} + +mat2x4 __constructor (const mat3x4 m) { + return mat2x4 ( + m[0], + m[1] + ); +} + +mat2x4 __constructor (const mat4 m) { + return mat2x4 ( + m[0], + m[1] + ); +} + +mat2x4 __constructor (const mat2x3 m) { + return mat2x4 ( + m[0], 0., + m[1], 0. + ); +} + +mat2x4 __constructor (const mat3 m) { + return mat2x4 ( + m[0], 0., + m[1], 0. + ); +} + +mat2x4 __constructor (const mat4x3 m) { + return mat2x4 ( + m[0], 0., + m[1], 0. + ); +} + +mat2x4 __constructor (const mat2 m) { + return mat2x4 ( + m[0], 0., 0., + m[1], 0., 0. + ); +} + +mat2x4 __constructor (const mat3x2 m) { + return mat2x4 ( + m[0], 0., 0., + m[1], 0., 0. + ); +} + +mat2x4 __constructor (const mat4x2 m) { + return mat2x4 ( + m[0], 0., 0., + m[1], 0., 0. + ); +} + + +mat3x2 __constructor (const mat3x2 m) { + return m; +} + +mat3x2 __constructor (const mat4x2 m) { + return mat3x2 ( + m[0], + m[1], + m[2] + ); +} + +mat3x2 __constructor (const mat3 m) { + return mat3x2 ( + m[0].xy, + m[1].xy, + m[2].xy + ); +} + +mat3x2 __constructor (const mat3x4 m) { + return mat3x2 ( + m[0].xy, + m[1].xy, + m[2].xy + ); +} + +mat3x2 __constructor (const mat4x3 m) { + return mat3x2 ( + m[0].xy, + m[1].xy, + m[2].xy + ); +} + +mat3x2 __constructor (const mat4 m) { + return mat3x2 ( + m[0].xy, + m[1].xy, + m[2].xy + ); +} + +mat3x2 __constructor (const mat2 m) { + return mat3x2 ( + m[0], + m[1], + 0., 0. + ); +} + +mat3x2 __constructor (const mat2x3 m) { + return mat3x2 ( + m[0].xy, + m[1].xy, + 0., 0. + ); +} + +mat3x2 __constructor (const mat2x4 m) { + return mat3x2 ( + m[0].xy, + m[1].xy, + 0., 0. + ); +} + + +mat3 __constructor (const mat3 m) { + return m; +} + +mat3 __constructor (const mat4x3 m) { + return mat3 ( + m[0], + m[1], + m[2] + ); +} + +mat3 __constructor (const mat3x4 m) { + return mat3 ( + m[0].xyz, + m[1].xyz, + m[2].xyz + ); +} + +mat3 __constructor (const mat4 m) { + return mat3 ( + m[0].xyz, + m[1].xyz, + m[2].xyz + ); +} + +mat3 __constructor (const mat2x3 m) { + return mat3 ( + m[0], + m[1], + 0., 0., 1. + ); +} + +mat3 __constructor (const mat2x4 m) { + return mat3 ( + m[0].xyz, + m[1].xyz, + 0., 0., 1. + ); +} + +mat3 __constructor (const mat3x2 m) { + return mat3 ( + m[0], 0., + m[1], 0., + m[2], 1. + ); +} + +mat3 __constructor (const mat4x2 m) { + return mat3 ( + m[0], 0., + m[1], 0., + m[2], 1. + ); +} + +mat3 __constructor (const mat2 m) { + return mat3 ( + m[0], 0., + m[1], 0., + 0., 0., 1. + ); +} + + +mat3x4 __constructor (const mat3x4 m) { + return m; +} + +mat3x4 __constructor (const mat4 m) { + return mat3x4 ( + m[0], + m[1], + m[2] + ); +} + +mat3x4 __constructor (const mat3 m) { + return mat3x4 ( + m[0], 0., + m[1], 0., + m[2], 0. + ); +} + +mat3x4 __constructor (const mat4x3 m) { + return mat3x4 ( + m[0], 0., + m[1], 0., + m[2], 0. + ); +} + +mat3x4 __constructor (const mat2x4 m) { + return mat3x4 ( + m[0], + m[1], + 0., 0., 1., 0. + ); +} + +mat3x4 __constructor (const mat2x3 m) { + return mat3x4 ( + m[0], 0., + m[1], 0., + 0., 0., 1., 0. + ); +} + +mat3x4 __constructor (const mat3x2 m) { + return mat3x4 ( + m[0], 0., 0., + m[1], 0., 0., + m[2], 1., 0. + ); +} + +mat3x4 __constructor (const mat4x2 m) { + return mat3x4 ( + m[0], 0., 0., + m[1], 0., 0., + m[2], 1., 0. + ); +} + +mat3x4 __constructor (const mat2 m) { + return mat3x4 ( + m[0], 0., 0., + m[1], 0., 0., + 0., 0., 1., 0. + ); +} + + +mat4x2 __constructor (const mat4x2 m) { + return m; +} + +mat4x2 __constructor (const mat4x3 m) { + return mat4x2 ( + m[0].xy, + m[1].xy, + m[2].xy, + m[3].xy + ); +} + +mat4x2 __constructor (const mat4 m) { + return mat4x2 ( + m[0].xy, + m[1].xy, + m[2].xy, + m[3].xy + ); +} + +mat4x2 __constructor (const mat3x2 m) { + return mat4x2 ( + m[0], + m[1], + 0., 0. + ); +} + +mat4x2 __constructor (const mat3 m) { + return mat4x2 ( + m[0].xy, + m[1].xy, + m[2].xy, + 0., 0. + ); +} + +mat4x2 __constructor (const mat3x4 m) { + return mat4x2 ( + m[0].xy, + m[1].xy, + m[2].xy, + 0., 0. + ); +} + +mat4x2 __constructor (const mat2 m) { + return mat4x2 ( + m[0], + m[1], + 0., 0., + 0., 0. + ); +} + +mat4x2 __constructor (const mat2x3 m) { + return mat4x2 ( + m[0].xy, + m[1].xy, + 0., 0., + 0., 0. + ); +} + +mat4x2 __constructor (const mat2x4 m) { + return mat4x2 ( + m[0].xy, + m[1].xy, + 0., 0., + 0., 0. + ); +} + + +mat4x3 __constructor (const mat4x3 m) { + return m; +} + +mat4x3 __constructor (const mat4 m) { + return mat4x3 ( + m[0].xyz, + m[1].xyz, + m[2].xyz, + m[3].xyz + ); +} + +mat4x3 __constructor (const mat3 m) { + return mat4x3 ( + m[0], + m[1], + m[2], + 0., 0., 0. + ); +} + +mat4x3 __constructor (const mat3x4 m) { + return mat4x3 ( + m[0].xyz, + m[1].xyz, + m[2].xyz, + 0., 0., 0. + ); +} + +mat4x3 __constructor (const mat4x2 m) { + return mat4x3 ( + m[0], 0., + m[1], 0., + m[2], 1., + m[3], 0. + ); +} + +mat4x3 __constructor (const mat2x3 m) { + return mat4x3 ( + m[0], + m[1], + 0., 0., 1., + 0., 0., 0. + ); +} + +mat4x3 __constructor (const mat3x2 m) { + return mat4x3 ( + m[0], 0., + m[1], 0., + m[2], 1., + 0., 0., 0. + ); +} + +mat4x3 __constructor (const mat2x4 m) { + return mat4x3 ( + m[0].xyz, + m[1].xyz, + 0., 0., 1., + 0., 0., 0. + ); +} + +mat4x3 __constructor (const mat2 m) { + return mat4x3 ( + m[0], 0., + m[1], 0., + 0., 0., 1., + 0., 0., 0. + ); +} + + +mat4 __constructor (const mat4 m) { + return m; +} + +mat4 __constructor (const mat3x4 m) { + return mat4 ( + m[0], + m[1], + m[2], + 0., 0., 0., 1. + ); +} + +mat4 __constructor (const mat4x3 m) { + return mat4 ( + m[0], 0., + m[1], 0., + m[2], 0., + m[3], 1. + ); +} + +mat4 __constructor (const mat2x4 m) { + return mat4 ( + m[0], + m[1], + 0., 0., 1., 0., + 0., 0., 0., 1. + ); +} + +mat4 __constructor (const mat4x2 m) { + return mat4 ( + m[0], 0., 0., + m[1], 0., 0., + m[2], 1., 0., + m[3], 0., 1. + ); +} + +mat4 __constructor (const mat3 m) { + return mat4 ( + m[0], 0., + m[1], 0., + m[2], 0., + 0., 0., 0., 1. + ); +} + +mat4 __constructor (const mat2x3 m) { + return mat4 ( + m[0], 0., + m[1], 0., + 0., 0., 1., 0., + 0., 0., 0., 1. + ); +} + +mat4 __constructor (const mat3x2 m) { + return mat4 ( + m[0], 0., 0., + m[1], 0., 0., + m[2], 1., 0., + 0., 0., 0., 1. + ); +} + +mat4 __constructor (const mat2 m) { + return 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) { + return vec3 ( + v.x * m[0].x + v.y * m[1].x, + v.x * m[0].y + v.y * m[1].y, + v.x * m[0].z + v.y * m[1].z + ); +} + +vec4 __operator * (const mat2x4 m, const vec2 v) { + return vec4 ( + v.x * m[0].x + v.y * m[1].x, + v.x * m[0].y + v.y * m[1].y, + v.x * m[0].z + v.y * m[1].z, + v.x * m[0].w + v.y * m[1].w + ); +} + +vec2 __operator * (const mat3x2 m, const vec3 v) { + return vec2 ( + v.x * m[0].x + v.y * m[1].x + v.z * m[2].x, + v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + ); +} + +vec4 __operator * (const mat3x4 m, const vec3 v) { + return vec4 ( + v.x * m[0].x + v.y * m[1].x + v.z * m[2].x, + v.x * m[0].y + v.y * m[1].y + v.z * m[2].y, + v.x * m[0].z + v.y * m[1].z + v.z * m[2].z, + v.x * m[0].w + v.y * m[1].w + v.z * m[2].w + ); +} + +vec2 __operator * (const mat4x2 m, const vec4 v) { + return vec2 ( + v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x, + 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) { + return vec3 ( + v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x, + v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y, + 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]); +} + +mat4x2 __operator * (const mat2 m, const mat4x2 n) { + return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]); +} + + +mat2x3 __operator * (const mat2x3 m, const mat2 n) { + return mat2x3 (m * n[0], m * n[1]); +} + +mat3 __operator * (const mat2x3 m, const mat3x2 n) { + return mat3 (m * n[0], m * n[1], 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]); +} + + +mat2x4 __operator * (const mat2x4 m, const mat2 n) { + return mat2x4 (m * n[0], m * n[1]); +} + +mat3x4 __operator * (const mat2x4 m, const mat3x2 n) { + return mat3x4 (m * n[0], m * n[1], 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]); +} + + +mat2 __operator * (const mat3x2 m, const mat2x3 n) { + return mat2 (m * n[0], m * n[1]); +} + +mat3x2 __operator * (const mat3x2 m, const mat3 n) { + return mat3x2 (m * n[0], m * n[1], 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]); +} + + +mat2x3 __operator * (const mat3 m, const mat2x3 n) { + return mat2x3 (m * n[0], 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]); +} + + +mat2x4 __operator * (const mat3x4 m, const mat2x3 n) { + return mat2x4 (m * n[0], m * n[1]); +} + +mat3x4 __operator * (const mat3x4 m, const mat3 n) { + return mat3x4 (m * n[0], m * n[1], 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]); +} + + +mat2 __operator * (const mat4x2 m, const mat2x4 n) { + return mat2 (m * n[0], m * n[1]); +} + +mat3x2 __operator * (const mat4x2 m, const mat3x4 n) { + return mat3x2 (m * n[0], m * n[1], 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]); +} + + +mat2x3 __operator * (const mat4x3 m, const mat2x4 n) { + return mat2x3 (m * n[0], m * n[1]); +} + +mat3 __operator * (const mat4x3 m, const mat3x4 n) { + return mat3 (m * n[0], m * n[1], 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]); +} + + +mat2x4 __operator * (const mat4 m, const mat2x4 n) { + return mat2x4 (m * n[0], m * n[1]); +} + +mat3x4 __operator * (const mat4 m, const mat3x4 n) { + return mat3x4 (m * n[0], m * n[1], 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) { + return vec3 ( + v.x * m[0].x + v.y * m[0].y, + v.x * m[1].x + v.y * m[1].y, + v.x * m[2].x + v.y * m[2].y + ); +} + +vec4 __operator * (const vec2 v, const mat4x2 m) { + return vec4 ( + v.x * m[0].x + v.y * m[0].y, + v.x * m[1].x + v.y * m[1].y, + v.x * m[2].x + v.y * m[2].y, + v.x * m[3].x + v.y * m[3].y + ); +} + +vec2 __operator * (const vec3 v, const mat2x3 m) { + return vec2 ( + v.x * m[0].x + v.y * m[0].y + v.z * m[0].z, + v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + ); +} + +vec4 __operator * (const vec3 v, const mat4x3 m) { + return vec4 ( + v.x * m[0].x + v.y * m[0].y + v.z * m[0].z, + v.x * m[1].x + v.y * m[1].y + v.z * m[1].z, + v.x * m[2].x + v.y * m[2].y + v.z * m[2].z, + v.x * m[3].x + v.y * m[3].y + v.z * m[3].z + ); +} + +vec2 __operator * (const vec4 v, const mat2x4 m) { + return vec2 ( + v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w, + v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w + ); +} + +vec3 __operator * (const vec4 v, const mat3x4 m) { + return vec3 ( + v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w, + v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w, + v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + v.w * m[2].w + ); +} + + +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]); +} + +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 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]; +} + + +mat2x3 __operator -- (inout mat2x3 m, const int) { + return mat2x3 (m[0]--, m[1]--); +} + +mat2x4 __operator -- (inout mat2x4 m, const int) { + return mat2x4 (m[0]--, m[1]--); +} + +mat3x2 __operator -- (inout mat3x2 m, const int) { + return mat3x2 (m[0]--, m[1]--, m[2]--); +} + +mat3x4 __operator -- (inout mat3x4 m, const int) { + return mat3x4 (m[0]--, m[1]--, m[2]--); +} + +mat4x2 __operator -- (inout mat4x2 m, const int) { + return mat4x2 (m[0]--, m[1]--, m[2]--, m[3]--); +} + +mat4x3 __operator -- (inout mat4x3 m, const int) { + return mat4x3 (m[0]--, m[1]--, m[2]--, m[3]--); +} + + +mat2x3 __operator ++ (inout mat2x3 m, const int) { + return mat2x3 (m[0]++, m[1]++); +} + +mat2x4 __operator ++ (inout mat2x4 m, const int) { + return mat2x4 (m[0]++, m[1]++); +} + +mat3x2 __operator ++ (inout mat3x2 m, const int) { + return mat3x2 (m[0]++, m[1]++, m[2]++); +} + +mat3x4 __operator ++ (inout mat3x4 m, const int) { + return mat3x4 (m[0]++, m[1]++, m[2]++); +} + +mat4x2 __operator ++ (inout mat4x2 m, const int) { + return mat4x2 (m[0]++, m[1]++, m[2]++, m[3]++); +} + +mat4x3 __operator ++ (inout mat4x3 m, const int) { + return mat4x3 (m[0]++, m[1]++, m[2]++, m[3]++); +} + + +void printMESA (const mat2x3 m) { + printMESA (m[0]); + printMESA (m[1]); +} + +void printMESA (const mat2x4 m) { + printMESA (m[0]); + printMESA (m[1]); +} + +void printMESA (const mat3x2 m) { + printMESA (m[0]); + printMESA (m[1]); + printMESA (m[2]); +} + +void printMESA (const mat3x4 m) { + printMESA (m[0]); + printMESA (m[1]); + printMESA (m[2]); +} + +void printMESA (const mat4x2 m) { + printMESA (m[0]); + printMESA (m[1]); + printMESA (m[2]); + printMESA (m[3]); +} + +void printMESA (const mat4x3 m) { + printMESA (m[0]); + printMESA (m[1]); + printMESA (m[2]); + printMESA (m[3]); +} + -- cgit v1.2.3