/* * Mesa 3-D graphics library * Version: 6.6 * * 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. */ // // From Shader Spec, ver. 1.20, rev. 6 // // // 8.5 Matrix Functions // mat2x3 matrixCompMult (mat2x3 m, mat2x3 n) { return mat2x3 (m[0] * n[0], m[1] * n[1]); } mat2x4 matrixCompMult (mat2x4 m, mat2x4 n) { return mat2x4 (m[0] * n[0], m[1] * n[1]); } mat3x2 matrixCompMult (mat3x2 m, mat3x2 n) { return mat3x2 (m[0] * n[0], m[1] * n[1], m[2] * n[2]); } mat3x4 matrixCompMult (mat3x4 m, mat3x4 n) { return mat3x4 (m[0] * n[0], m[1] * n[1], m[2] * n[2]); } mat4x2 matrixCompMult (mat4x2 m, mat4x2 n) { return mat4x2 (m[0] * n[0], m[1] * n[1], m[2] * n[2], m[3] * n[3]); } mat4x3 matrixCompMult (mat4x3 m, mat4x3 n) { return mat4x3 (m[0] * n[0], m[1] * n[1], m[2] * n[2], m[3] * n[3]); } mat2 outerProduct (vec2 c, vec2 r) { return mat2 ( c.x * r.x, c.y * r.x, c.x * r.y, c.y * r.y ); } mat3 outerProduct (vec3 c, vec3 r) { return mat3 ( c.x * r.x, c.y * r.x, c.z * r.x, c.x * r.y, c.y * r.y, c.z * r.y, c.x * r.z, c.y * r.z, c.z * r.z ); } mat4 outerProduct (vec4 c, vec4 r) { return mat4 ( c.x * r.x, c.y * r.x, c.z * r.x, c.w * r.x, c.x * r.y, c.y * r.y, c.z * r.y, c.w * r.y, c.x * r.z, c.y * r.z, c.z * r.z, c.w * r.z, c.x * r.w, c.y * r.w, c.z * r.w, c.w * r.w ); } mat2x3 outerProduct (vec3 c, vec2 r) { return mat2x3 ( c.x * r.x, c.y * r.x, c.z * r.x, c.x * r.y, c.y * r.y, c.z * r.y ); } mat3x2 outerProduct (vec2 c, vec3 r) { return mat3x2 ( c.x * r.x, c.y * r.x, c.x * r.y, c.y * r.y, c.x * r.z, c.y * r.z ); } mat2x4 outerProduct (vec4 c, vec2 r) { return mat2x4 ( c.x * r.x, c.y * r.x, c.z * r.x, c.w * r.x, c.x * r.y, c.y * r.y, c.z * r.y, c.w * r.y ); } mat4x2 outerProduct (vec2 c, vec4 r) { return mat4x2 ( c.x * r.x, c.y * r.x, c.x * r.y, c.y * r.y, c.x * r.z, c.y * r.z, c.x * r.w, c.y * r.w ); } mat3x4 outerProduct (vec4 c, vec3 r) { return mat3x4 ( c.x * r.x, c.y * r.x, c.z * r.x, c.w * r.x, c.x * r.y, c.y * r.y, c.z * r.y, c.w * r.y, c.x * r.z, c.y * r.z, c.z * r.z, c.w * r.z ); } mat4x3 outerProduct (vec3 c, vec4 r) { return mat4x3 ( c.x * r.x, c.y * r.x, c.z * r.x, c.x * r.y, c.y * r.y, c.z * r.y, c.x * r.z, c.y * r.z, c.z * r.z, c.x * r.w, c.y * r.w, c.z * r.w ); } mat2 transpose (mat2 m) { return mat2 ( m[0].x, m[1].x, m[0].y, m[1].y ); } mat3 transpose (mat3 m) { return mat3 ( m[0].x, m[1].x, m[2].x, m[0].y, m[1].y, m[2].y, m[0].z, m[1].z, m[2].z ); } mat4 transpose (mat4 m) { return mat4 ( m[0].x, m[1].x, m[2].x, m[3].x, m[0].y, m[1].y, m[2].y, m[3].y, m[0].z, m[1].z, m[2].z, m[3].z, m[0].w, m[1].w, m[2].w, m[3].w ); } mat2x3 transpose (mat3x2 m) { return mat2x3 ( m[0].x, m[1].x, m[2].x, m[0].y, m[1].y, m[2].y ); } mat3x2 transpose (mat2x3 m) { return mat3x2 ( m[0].x, m[1].x, m[0].y, m[1].y, m[0].z, m[1].z ); } mat2x4 transpose (mat4x2 m) { return mat2x4 ( m[0].x, m[1].x, m[2].x, m[3].x, m[0].y, m[1].y, m[2].y, m[3].y ); } mat4x2 transpose (mat2x4 m) { return mat4x2 ( m[0].x, m[1].x, m[0].y, m[1].y, m[0].z, m[1].z, m[0].w, m[1].w ); } mat3x4 transpose (mat4x3 m) { return mat3x4 ( m[0].x, m[1].x, m[2].x, m[3].x, m[0].y, m[1].y, m[2].y, m[3].y, m[0].z, m[1].z, m[2].z, m[3].z ); } mat4x3 transpose (mat3x4 m) { return mat4x3 ( m[0].x, m[1].x, m[2].x, m[0].y, m[1].y, m[2].y, m[0].z, m[1].z, m[2].z, m[0].w, m[1].w, m[2].w ); }