/* * 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]); }