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/// @ref core /// @file glm/mat4x2.hpp #pragma once #include "detail/type_mat4x2.hpp" namespace glm { /// 4 columns of 2 components matrix of low precision floating-point numbers. /// There is no guarantee on the actual precision. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a> /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a> typedef tmat4x2<float, lowp> lowp_mat4x2; /// 4 columns of 2 components matrix of medium precision floating-point numbers. /// There is no guarantee on the actual precision. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a> /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a> typedef tmat4x2<float, mediump> mediump_mat4x2; /// 4 columns of 2 components matrix of high precision floating-point numbers. /// There is no guarantee on the actual precision. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a> /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a> typedef tmat4x2<float, highp> highp_mat4x2; }//namespace glm
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